Scriptum/Assets/Scripts/REFACTORING/Story/Dungeon/DungeonManager.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
public enum DungeonStatusEnum
{
None,
FirstEntrance,
SecondEntrance,
LastEntrance
}
public class DungeonManager : MonoBehaviour
{
public const string NAME = "Dungeon.Entrance";
public DungeonStatusEnum EntranceIndex = DungeonStatusEnum.None;
public GameObject TeleportModel;
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public GameObject Wizard;
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public bool IsBuilded = false;
public void Awake()
{
if (PlayerPrefs.HasKey(NAME))
{
EntranceIndex = (DungeonStatusEnum)PlayerPrefs.GetInt(NAME);
} else
{
EntranceIndex = DungeonStatusEnum.FirstEntrance;
SaveProggress(EntranceIndex);
}
}
public void Start()
{
}
public void Update()
{
if (!IsBuilded)
{
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ManageTeleports();
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BuildWizard();
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IsBuilded = true;
}
}
/// <summary>
/// Function to manage which teleport is currently required to build on scene
/// </summary>
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public void ManageTeleports()
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{
switch (EntranceIndex)
{
case DungeonStatusEnum.FirstEntrance:
{
// define output map
BuildTeleport("FirstLabirynthCave", new Vector3(15f, -8f, 10f));
break;
}
case DungeonStatusEnum.SecondEntrance:
{
BuildTeleport("SecondLabirynthCave", new Vector3(3.5f, 0f, 10));
break;
}
case DungeonStatusEnum.LastEntrance:
{
BuildTeleport("BossFightLabirynthCave", new Vector3(0, 0, 0));
break;
}
default:
{
break;
}
}
}
public void BuildTeleport(string outputMapName, Vector3 spawnCoords)
{
// 1. get coordsfor teleport
Vector3 teleportCoords;
do {
teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();
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} while (!(Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position) > 30));
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// 2. Instantiate
var newTeleport = Instantiate(TeleportModel, teleportCoords, Quaternion.identity);
newTeleport.name = TeleportModel.name;
// 3. Set output map & spwan player coords
newTeleport.GetComponent<DoorBehaviour>().gateway.currentMapName = SceneManager.GetActiveScene().name;
newTeleport.GetComponent<DoorBehaviour>().gateway.coords = new Vector3(teleportCoords.x, teleportCoords.y, 10);
newTeleport.GetComponent<DoorBehaviour>().gateway.nextMapName = outputMapName;
newTeleport.GetComponent<DoorBehaviour>().gateway.respawnCoords = spawnCoords;
newTeleport.AddComponent<EntryEventObserver>();
}
public void SaveProggress(DungeonStatusEnum status)
{
PlayerPrefs.SetInt(NAME, (int)status);
}
public void ChangeState()
{
EntranceIndex = (DungeonStatusEnum)(EntranceIndex + 1);
SaveProggress(EntranceIndex);
}
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public void BuildWizard()
{
Vector3 teleportCoords;
do
{
teleportCoords = GameObject.FindObjectOfType<TileMapGenerator>().gameObject.GetComponent<TileMapGenerator>().randomCoordsForStanding();
Debug.Log(Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position));
Debug.Log("player position: " + GameObject.FindGameObjectWithTag("Player").gameObject.transform.position);
} while (!(Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position) > 6 &&
Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position) < 9));
Debug.Log(teleportCoords);
Debug.Log(Vector2.Distance(teleportCoords, GameObject.FindGameObjectWithTag("Player").gameObject.transform.position));
var newWizard = Instantiate(Wizard, teleportCoords, Quaternion.identity);
//newWizard.transform.localPosition = teleportCoords;
newWizard.name = Wizard.name;
}
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}