OuijaMTLGJ2016/Assets/scripts/LevelManager.cs
2016-01-31 07:26:29 -05:00

202 lines
5.5 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using System.Collections;
using InputHandler;
public class LevelManager : MonoBehaviour {
public float xScale = 1f;
public float yScale = 0.8f;
public float dimension = 0.6f;
public GameObject hexagon;
private float ratio = Mathf.Sqrt(1 - 0.5f * 0.5f);
private GameState state;
private List<RuneBehaviour> runes = new List<RuneBehaviour>();
private SelectorWithBolts Selector;
private GameObject PhysicsContainer;
// Use this for initialization
void Start()
{
state = GameState.Instance;
state.currentLevel = this;
int numColumns = state.numColumns;
int numRows = state.numRows;
int[] runeNums = new int[numColumns * numRows];
for (int i = 0; i < numRows * numColumns; i++)
{
runeNums[i] = i % 26;
}
System.Random rnd = new System.Random();
var randomNums = runeNums.OrderBy(r => rnd.Next())
.ToArray();
GameObject hex;
RuneBehaviour rune;
int index = 0;
float xOffset = numColumns * 1.5f * dimension / 2f;
float yOffset = numRows * 1f * ratio * dimension / 2f;
for (int row = 0; row < numRows; row++)
{
for (int col = 0; col < numColumns; col++)
{
hex = GameObject.Instantiate(hexagon) as GameObject;
hex.transform.parent = transform;
hex.transform.localScale = new Vector3(xScale, yScale, 1f);
hex.transform.localPosition = new Vector3(
(3f * dimension * col + 1.5f * dimension * (row % 2)) * xScale - xOffset,
(row * ratio * dimension) * yScale - yOffset, 0f);
hex.transform.localRotation = Quaternion.identity;
rune = hex.GetComponent<RuneBehaviour>();
rune.SetSymbol(randomNums[index++]);
runes.Add(rune);
}
}
int numLetters = state.wordLength;
foreach (Player player in state.players)
{
player.SetWord(WordGen.GetWord(numLetters));
}
Selector = GameObject.FindObjectOfType<SelectorWithBolts>();
PhysicsContainer = GameObject.Find("PhysicsContainer");
}
public void PressTile(int letterNum, RuneBehaviour tile)
{
foreach (Player player in state.players)
{
if (player.hasNextLetter(letterNum))
{
StartCoroutine(MoveSelectorToTile(tile));
//Do something
if (player.hasWon())
{
Debug.Log("Player won!");
//Yeah maybe don't quit at this point...
Application.Quit();
}
}
}
}
private IEnumerator MoveSelectorToTile(RuneBehaviour tile)
{
for (int i = 0; i < 3; i++)
{
InputManager.Instance.PushActiveContext("CinematicEvent", i);
}
tile.GetComponent<CapsuleCollider>().enabled = false;
tile.GetComponent<SpriteRenderer>().sortingOrder = 100;
tile.symbol.sortingOrder = 101;
EnableKinematics(true);
Transform trans = PhysicsContainer.GetComponent<Transform>();
Vector3 startPos = trans.position;
Vector3 endPos = startPos + tile.GetComponent<Transform>().position - Selector.GetComponent<Transform>().position; ;
endPos.y = startPos.y;
float ratio = 0f;
while (ratio < 1f)
{
ratio += Time.deltaTime / 0.25f;
trans.position = Vector3.Lerp(startPos, endPos, ratio);
yield return null;
}
StartCoroutine(LiftTileInTheAir(tile));
}
private IEnumerator LiftTileInTheAir(RuneBehaviour tile)
{
float ratio = 0f;
Transform trans = tile.GetComponent<Transform>();
Transform cameraTrans = Camera.main.GetComponent<Transform>();
Vector3 startPos = trans.position;
Quaternion startRot = trans.rotation;
while (ratio < 1f)
{
// The camera might move, so we recalculate the end position every frame
Vector3 endPos = cameraTrans.position + cameraTrans.forward * 10f;//trans.position + new Vector3(0f, 5f, 0f);
Quaternion endRot = Quaternion.LookRotation(cameraTrans.forward);
ratio += Time.deltaTime / 2f;
trans.position = Vector3.Lerp(startPos, endPos, ratio);
trans.rotation = Quaternion.Slerp(startRot, endRot, ratio);
yield return null;
}
yield return new WaitForSeconds(0.5f);
StartCoroutine(SendTileToUI(tile));
}
private IEnumerator SendTileToUI(RuneBehaviour tile)
{
Transform trans = tile.GetComponent<Transform>();
Vector3 startPos = trans.position;
Vector3 startScale = trans.localScale;
Vector3 endScale = Vector3.one * 0.03f;
float ratio = 0f;
while (ratio < 1f)
{
ratio += Time.deltaTime / 0.5f;
Vector3 endPos = Camera.main.ViewportToWorldPoint(new Vector3(0.9f, 0.9f, Camera.main.nearClipPlane + 0.1f));
trans.position = Vector3.Lerp(startPos, endPos, ratio);
trans.localScale = Vector3.Lerp(startScale, endScale, ratio);
yield return null;
}
// At the end of it all, we re-enabled the controls
for (int i = 0; i < 3; i++)
{
InputManager.Instance.PushActiveContext("Normal", i);
}
EnableKinematics(false);
Destroy(tile.gameObject);
}
private void EnableKinematics(bool state)
{
Rigidbody[] rbs = PhysicsContainer.GetComponentsInChildren<Rigidbody>();
foreach (Rigidbody rb in rbs)
{
rb.isKinematic = state;
}
}
}