117 lines
3.6 KiB
C#
117 lines
3.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEditor;
|
|
using UnityEngine.SceneManagement;
|
|
using System;
|
|
|
|
public class MainCharacterManager : MonoBehaviour
|
|
{
|
|
[SerializeField]
|
|
public GameObject avatar;
|
|
[SerializeField]
|
|
public GameObject AvatarClone;
|
|
|
|
public Vector3 startPosition;
|
|
|
|
// Start is called before the first frame update
|
|
void Start()
|
|
{
|
|
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update()
|
|
{
|
|
|
|
}
|
|
|
|
void Awake()
|
|
{
|
|
try
|
|
{
|
|
avatar = GetMainCharacterObject();
|
|
GameObject globalGUI = GameObject.FindGameObjectWithTag("GUI");
|
|
|
|
if (AvatarClone == null)
|
|
{
|
|
startPosition = InitCharacterPosition();
|
|
AvatarClone = GameObject.Instantiate(avatar, startPosition, Quaternion.identity);
|
|
}
|
|
}
|
|
catch (UnityException e)
|
|
{
|
|
Debug.Log(e);
|
|
}
|
|
|
|
//DynamicPanel.transform.localPosition = uiPanelTemplate.transform.position; // prevent overwritten position by... environment???
|
|
}
|
|
|
|
// Later here we will decide whether the player is loading a saved game, thus, a saved position
|
|
// In general we have 3 cases -> saved game and save position, new position on the map, and position after using teleport/door
|
|
|
|
private Vector3 InitCharacterPosition()
|
|
{
|
|
switch (OnMapAppearanceMethod.Gateway)
|
|
{
|
|
case OnMapAppearanceMethodEnum.Gateway:
|
|
{
|
|
if (SceneManager.GetActiveScene().name != PlayerPrefs.GetString("gateway.nextMapName") && PlayerPrefs.GetString("gateway.nextMapName") != "")
|
|
{
|
|
throw new Exception("Gateway says we should be somewhere else: " + PlayerPrefs.GetString("gateway.nextMapName"));
|
|
}
|
|
|
|
var x = PlayerPrefs.GetFloat("gateway.respawnCoords.x");
|
|
var y = PlayerPrefs.GetFloat("gateway.respawnCoords.y");
|
|
var z = PlayerPrefs.GetFloat("gateway.respawnCoords.z");
|
|
|
|
return new Vector3(x, y, z);
|
|
}
|
|
case OnMapAppearanceMethodEnum.LoadGame:
|
|
{
|
|
// TODO change for loading from a file instead of Prefabs
|
|
|
|
//Debug.Log("Load Game");
|
|
return PlayerPosition.LoadPosition();
|
|
}
|
|
default:
|
|
{
|
|
return DefaultPlayerMapPosition();
|
|
}
|
|
}
|
|
}
|
|
|
|
private Vector3 DefaultPlayerMapPosition()
|
|
{
|
|
switch (SceneManager.GetActiveScene().name)
|
|
{
|
|
case "CaveEntrance":
|
|
{
|
|
return new Vector3(0.5f, -37, 10);
|
|
}
|
|
case "WizardHouse":
|
|
{
|
|
return new Vector3(-5, 1.5f, 10);
|
|
}
|
|
default:
|
|
{
|
|
return avatar.transform.position;
|
|
}
|
|
}
|
|
}
|
|
|
|
private GameObject GetMainCharacterObject()
|
|
{
|
|
/* Debug.Log("XDDDDD");
|
|
string[] obects = AssetDatabase.FindAssets("t:Object", new[] { "Assets/Resources/" });
|
|
|
|
foreach (string localObject in obects)
|
|
{
|
|
Debug.Log(AssetDatabase.GUIDToAssetPath(localObject));
|
|
}
|
|
return (GameObject)AssetDatabase.LoadAssetAtPath("Assets/Resources/ThePlayer.prefab", typeof(GameObject));*/
|
|
|
|
return Resources.Load("ThePlayer") as GameObject;
|
|
}
|
|
}
|