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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.Assertions;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
namespace Game {
public class GameManager : NetworkBehaviour {
public static GameManager Singleton { get; private set; }
private void OnEnable() {
Singleton = this;
}
public Object ballPrefab;
public Object playerPrefab;
public Object modificationPrefab;
public ModificationProperties[] modifications;
public List<Ball> Balls { get; } = new();
public Player Player1 { get; private set; }
public Player Player2 { get; private set; }
private static void Tests() {
var v1 = new Vector2(1, 3);
var v2 = new Vector2(3, 2);
var v3 = new Vector2(4, 4);
var v4 = new Vector2(1, 1);
var v5 = new Vector2(4, 1);
var v6 = new Vector2(2, 5);
var v7 = new Vector2(2, 3);
var v8 = new Vector2(-1, 4);
var v9 = new Vector2(-2, 1);
var v10 = new Vector2(3, -1);
Vector2 p, rs;
Assert.IsTrue(AIPlayer.Intersect(v8, v4, v1, v9, out p, out rs));
Assert.IsTrue(AIPlayer.Intersect(v1, v2, v4, v7, out p, out rs));
Assert.IsTrue(AIPlayer.Intersect(v10, v6, v9, v2, out p, out rs));
Assert.IsTrue(AIPlayer.Intersect(v9, v5, v8, v10, out p, out rs));
Assert.IsFalse(AIPlayer.Intersect(v8, v4, v6, v5, out p, out rs));
Assert.IsFalse(AIPlayer.Intersect(v3, v5, v6, v8, out p, out rs));
Assert.IsFalse(AIPlayer.Intersect(v10, v4, v8, v9, out p, out rs));
Assert.IsFalse(AIPlayer.Intersect(v1, v7, v3, v2, out p, out rs));
var v11 = new Vector2(0, 0);
var v12 = new Vector2(0, 5);
var v13 = new Vector2(-2, 2);
var v14 = new Vector2(2, 2);
Assert.IsTrue(AIPlayer.Intersect(v11, v12, v13, v14, out p, out rs));
Assert.AreApproximatelyEqual(rs.x, 0.4f);
Assert.AreApproximatelyEqual(rs.y, 0.5f);
}
private void Awake() {
Settings.Type = Type.Hybrid;
Settings.AIDifficulty = Difficulty.VeryEasy;
var ball = Instantiate(ballPrefab).GetComponent<Ball>();
Balls.Add(ball);
ball.Radius = 0.5f;
var p1Obj = Instantiate(playerPrefab);
var p2Obj = Instantiate(playerPrefab);
Player p1, p2;
switch (Settings.Type) {
case Type.AI:
p1 = p1Obj.AddComponent<AIPlayer>();
p2 = p2Obj.AddComponent<AIPlayer>();
((AIPlayer) p1).Difficulty = Settings.AIDifficulty;
((AIPlayer) p2).Difficulty = Settings.AIDifficulty;
break;
case Type.RealOnline:
p1 = p1Obj.AddComponent<RealPlayer>();
p2 = p2Obj.AddComponent<RealPlayer>();
((RealPlayer) p1).isThisClient = true;
break;
case Type.Hybrid:
p1 = p1Obj.AddComponent<RealPlayer>();
p2 = p2Obj.AddComponent<AIPlayer>();
((RealPlayer) p1).isThisClient = true;
((AIPlayer) p2).Difficulty = Settings.AIDifficulty;
break;
default:
throw new ArgumentOutOfRangeException();
}
p1.Side = Side.Bottom;
p2.Side = Side.Top;
Player1 = p1;
Player2 = p2;
Tests();
}
private IEnumerator Start() {
while (Application.isPlaying) {
yield return new WaitForSeconds(1);
SpawnModification();
}
}
private void SpawnModification() {
Vector2 pos = new Vector2(Random.Range(Dimensions.Singleton.left, Dimensions.Singleton.right), Random.Range(-2, 2));
ModificationProperties properties = modifications[Random.Range(0, modifications.Length)];
var mod = Instantiate(modificationPrefab, pos, Quaternion.identity).GetComponent<Modification>();
mod.Properties = properties;
}
public void SpawnBall() {
Vector2 position = Vector2.zero;
Vector2 velocity = Vector2.up;
var ball = Instantiate(ballPrefab, position, Quaternion.identity).GetComponent<Ball>();
var rb = ball.Rb;
rb.velocity = velocity;
Balls.Add(ball);
}
public void RemoveBall(Ball ball) {
Balls.Remove(ball);
Destroy(ball.gameObject);
}
}
}