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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Netcode;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
namespace Game {
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public enum Side { Top, Bottom }
public class Player : NetworkBehaviour {
public UnityEngine.Object borderZonePrefab;
private Transform borderZoneLeft, borderZoneRight;
private float BaseSpeed { get; } = GameManager.BalanceValues.playerSpeed;
private float SpeedMultiplier { get; } = GameManager.Singleton.balanceValues.playerSpeedMultiplier;
// Unit distance from zero
private float BaseBorder { get; } = Dimensions.Singleton.PlaySize.x / 2 * GameManager.BalanceValues.playerBorder;
private float BorderSummand { get; } = Dimensions.Singleton.PlaySize.x / 2 * GameManager.BalanceValues.playerBorderSummand;
private float BaseWidth { get; } = GameManager.BalanceValues.playerWidth;
private float WidthMultiplier { get; } = GameManager.BalanceValues.playerWidthMultiplier;
protected bool goingLeftLinear, goingRightLinear;
public Side Side { get; set; }
private VisualElement Panel { get; set; }
private List<ModificationProperties> Modifications { get; } = new();
private int Score { get; set; }
private float GetModified(ModEffect effect, float baseValue, float modValue, Func<float, float, float> combineFunc, Func<float, float> invertFunc) {
return Modifications.Where(m => m.effect == effect)
.Aggregate(baseValue,
(current, mod) => combineFunc(current, mod.type switch {
ModType.Buff => modValue,
ModType.Nerf => invertFunc(modValue),
_ => throw new ArgumentOutOfRangeException()
})
);
}
protected float Speed {
get {
float value = GetModified(ModEffect.Speed, BaseSpeed, SpeedMultiplier, (f, f1) => f * f1, f => 1 / f);
return value;
}
}
protected float Border {
get {
float value = GetModified(ModEffect.Border, BaseBorder, BorderSummand, (f, f1) => f + f1, f => -f);
return Mathf.Clamp(value, Width / 2, Dimensions.Singleton.PlaySize.x / 2);
}
}
protected float Width {
get {
float value = GetModified(ModEffect.Width, BaseWidth, WidthMultiplier, (f, f1) => f * f1, f => 1 / f);
return Mathf.Clamp(value, 0.1f, Dimensions.Singleton.PlaySize.x);
}
}
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private float LeftEdge => X - Width / 2;
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private float RightEdge => X + Width / 2;
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protected float X => transform.position.x;
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protected float Y => transform.position.y;
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private void Update() {
transform.localScale = new Vector3(Width, 1, 1);
float borderV = Border;
float borderZoneScaleX = Dimensions.Singleton.PlaySize.x / 2 - borderV;
float pos = borderV + borderZoneScaleX / 2;
borderZoneLeft.position = new Vector2(pos, transform.position.y);
borderZoneRight.position = new Vector2(-pos, transform.position.y);
borderZoneLeft.localScale = borderZoneRight.localScale = new Vector3(borderZoneScaleX, 1, 1);
}
protected void Start() {
var y = Side switch {
Side.Bottom => -Dimensions.Singleton.PlaySizeBoards.y / 2,
Side.Top => Dimensions.Singleton.PlaySizeBoards.y / 2,
_ => throw new ArgumentOutOfRangeException()
};
transform.position = new Vector2(0, y);
if (Side == Side.Top)
transform.Rotate(transform.forward, 180);
Panel = GameUI.Singleton.PlayerPanel(Side);
UpdatePanel();
SpawnZones();
}
private void SpawnZones() {
borderZoneLeft = Instantiate(borderZonePrefab).GetComponent<Transform>();
borderZoneRight = Instantiate(borderZonePrefab).GetComponent<Transform>();
}
public void GainScore() {
Score++;
UpdatePanel();
}
private void UpdatePanel() {
Panel.Q<TextElement>("score").text = Score.ToString();
}
public IEnumerator ProcessModification(ModificationProperties properties) {
Modifications.Add(properties);
var element = GameUI.AddModification(Panel, properties);
var doNothingTime = properties.activeDuration * 0.7f;
var animateTime = properties.activeDuration * 0.3f;
yield return new WaitForSeconds(doNothingTime);
float current = 0;
while (current < animateTime) {
current += Time.deltaTime;
element.style.opacity = new StyleFloat(1 - current / animateTime);
yield return null;
}
element.RemoveFromHierarchy();
Modifications.Remove(properties);
}
protected void ClampInsideBorders() {
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if (LeftEdge < -Border)
transform.Translate(Vector2.right * (-Border - LeftEdge), Space.World);
if (RightEdge > Border)
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transform.Translate(Vector2.left * (RightEdge - Border), Space.World);
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}
protected void TryLinearMove(float h) {
var trans = new Vector2((goingLeftLinear ? -1 : 0) + (goingRightLinear ? 1 : 0), 0);
trans *= Speed * h;
transform.Translate(trans, Space.World);
ClampInsideBorders();
}
}
}