mirror of
https://github.com/ConjureETS/OuijaMTLGJ2016.git
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Bug: After a player finishes the game, application will crash. Make sure winning scenario is handled. Gameplay scene is gameplay_02.unity.
90 lines
2.1 KiB
C#
90 lines
2.1 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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public class LevelManager : MonoBehaviour {
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public float xScale = 1f;
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public float yScale = 0.8f;
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public float dimension = 0.6f;
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public GameObject hexagon;
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private float ratio = Mathf.Sqrt(1 - 0.5f * 0.5f);
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private GameState state;
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private List<RuneBehaviour> runes = new List<RuneBehaviour>();
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// Use this for initialization
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void Start()
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{
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state = GameState.Instance;
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state.currentLevel = this;
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int numColumns = state.numColumns;
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int numRows = state.numRows;
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int[] runeNums = new int[numColumns * numRows];
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for (int i = 0; i < numRows * numColumns; i++)
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{
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runeNums[i] = i % 26;
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}
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System.Random rnd = new System.Random();
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var randomNums = runeNums.OrderBy(r => rnd.Next())
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.ToArray();
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GameObject hex;
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RuneBehaviour rune;
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int index = 0;
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float xOffset = numColumns * 1.5f * dimension / 2f;
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float yOffset = numRows * 1f * ratio * dimension / 2f;
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for (int row = 0; row < numRows; row++)
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{
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for (int col = 0; col < numColumns; col++)
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{
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hex = GameObject.Instantiate(hexagon) as GameObject;
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hex.transform.parent = transform;
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hex.transform.localScale = new Vector3(xScale, yScale, 1f);
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hex.transform.localPosition = new Vector3(
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(3f * dimension * col + 1.5f * dimension * (row % 2)) * xScale - xOffset,
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(row * ratio * dimension) * yScale - yOffset, 0f);
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hex.transform.localRotation = Quaternion.identity;
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rune = hex.GetComponent<RuneBehaviour>();
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rune.SetSymbol(randomNums[index++]);
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runes.Add(rune);
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}
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}
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int numLetters = state.wordLength;
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foreach (Player player in state.players)
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{
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player.SetWord(WordGen.GetWord(numLetters));
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}
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}
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public void PressTile(int letterNum)
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{
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foreach (Player player in state.players)
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{
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if (player.hasNextLetter(letterNum))
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{
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//Do something
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if (player.hasWon())
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{
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Debug.Log("Player won!");
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//Yeah maybe don't quit at this point...
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Application.Quit();
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}
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}
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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