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374 行
12 KiB
374 行
12 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.SceneManagement;
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using BoatAttack.UI;
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using UnityEngine.Playables;
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using UnityEngine.Rendering.Universal;
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using Random = UnityEngine.Random;
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namespace BoatAttack
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{
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public class RaceManager : MonoBehaviour
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{
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#region Enums
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[Serializable]
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public enum GameType
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{
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Singleplayer = 0,
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LocalMultiplayer = 1,
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Multiplayer = 2,
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Spectator = 3,
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Benchmark = 4
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}
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[Serializable]
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public enum RaceType
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{
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Race,
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PointToPoint,
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TimeTrial
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}
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[Serializable]
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public class Race
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{
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//Race options
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public GameType game;
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public RaceType type;
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public int boatCount = 4; // currently hardcoded to 4
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//Level options
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public string level;
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public int laps = 3;
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public bool reversed;
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//Competitors
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public List<BoatData> boats;
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}
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#endregion
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public static RaceManager Instance;
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[NonSerialized] public static bool RaceStarted;
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[NonSerialized] public static Race RaceData;
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public Race demoRaceData = new Race();
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[NonSerialized] public static float RaceTime;
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private readonly Dictionary<int, float> _boatTimes = new Dictionary<int, float>();
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public static Action<bool> raceStarted;
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[Header("Assets")] public AssetReference[] boats;
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public AssetReference raceUiPrefab;
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public AssetReference raceUiTouchPrefab;
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public static void BoatFinished(int player)
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{
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switch (RaceData.game)
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{
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case GameType.Singleplayer:
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if (player == 0)
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{
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var raceUi = RaceData.boats[0].Boat.RaceUi;
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raceUi.MatchEnd();
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ReplayCamera.Instance.EnableSpectatorMode();
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}
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break;
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case GameType.LocalMultiplayer:
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break;
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case GameType.Multiplayer:
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break;
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case GameType.Spectator:
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break;
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case GameType.Benchmark:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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private void Awake()
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{
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if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
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Debug.Log("RaceManager Loaded");
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Instance = this;
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}
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private void Reset()
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{
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RaceStarted = false;
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RaceData.boats.Clear();
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RaceTime = 0f;
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_boatTimes.Clear();
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raceStarted = null;
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}
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public static void Setup(Scene scene, LoadSceneMode mode)
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{
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Instance.StartCoroutine(SetupRace());
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}
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public static IEnumerator SetupRace()
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{
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if(RaceData == null) RaceData = Instance.demoRaceData; // make sure we have the data, otherwise default to demo data
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while (WaypointGroup.Instance == null) // TODO need to re-write whole game loading/race setup logic as it is dirty
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{
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yield return null;
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}
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WaypointGroup.Instance.Setup(RaceData.reversed); // setup waypoints
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yield return Instance.StartCoroutine(CreateBoats()); // spawn boats;
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switch (RaceData.game)
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{
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case GameType.Singleplayer:
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yield return Instance.StartCoroutine(CreatePlayerUi(0));
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SetupCamera(0); // setup camera for player 1
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break;
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case GameType.LocalMultiplayer:
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break;
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case GameType.Multiplayer:
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break;
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case GameType.Spectator:
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ReplayCamera.Instance.EnableSpectatorMode();
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break;
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case GameType.Benchmark:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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Instance.StartCoroutine(BeginRace());
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}
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public static void SetGameType(GameType gameType)
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{
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RaceData = new Race {game = gameType,
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boats = new List<BoatData>(),
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boatCount = 4,
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laps = 3,
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type = RaceType.Race
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};
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Debug.Log($"Game type set to:{RaceData.game}");
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switch (RaceData.game)
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{
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case GameType.Singleplayer:
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var b = new BoatData();
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b.human = true; // single player is human
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RaceData.boats.Add(b); // add player boat
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GenerateRandomBoats(RaceData.boatCount - 1); // add random AI
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break;
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case GameType.Spectator:
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GenerateRandomBoats(RaceData.boatCount);
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break;
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case GameType.LocalMultiplayer:
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Debug.LogError("Not Implemented");
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break;
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case GameType.Multiplayer:
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Debug.LogError("Not Implemented");
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break;
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case GameType.Benchmark:
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Debug.LogError("Not Implemented");
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public static void SetLevel(int levelIndex)
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{
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RaceData.level = ConstantData.GetLevelName(levelIndex);
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Debug.Log($"Level set to:{levelIndex} with path:{RaceData.level}");
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}
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/// <summary>
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/// Triggered to begin the race
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/// </summary>
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/// <returns></returns>
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private static IEnumerator BeginRace()
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{
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var introCams = GameObject.FindWithTag("introCameras");
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introCams.TryGetComponent<PlayableDirector>(out var introDirector);
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if (introDirector)
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{
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while (introDirector.state == PlayState.Playing)
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{
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yield return null;
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}
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introCams.SetActive(false);
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}
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yield return new WaitForSeconds(3f); // countdown 3..2..1..
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RaceStarted = true;
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raceStarted?.Invoke(RaceStarted);
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SceneManager.sceneLoaded -= Setup;
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}
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/// <summary>
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/// Triggered when the race has finished
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/// </summary>
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private static void EndRace()
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{
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RaceStarted = false;
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switch (RaceData.game)
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{
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case GameType.Spectator:
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UnloadRace();
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break;
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case GameType.Singleplayer:
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SetupCamera(0, true);
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break;
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case GameType.LocalMultiplayer:
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break;
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case GameType.Multiplayer:
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break;
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case GameType.Benchmark:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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private void LateUpdate()
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{
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if (!RaceStarted) return;
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int finished = RaceData.boatCount;
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for (var i = 0; i < RaceData.boats.Count; i++)
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{
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var boat = RaceData.boats[i].Boat;
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if (boat.MatchComplete)
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{
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_boatTimes[i] = Mathf.Infinity; // completed the race so no need to update
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--finished;
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}
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else
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{
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_boatTimes[i] = boat.LapPercentage + boat.LapCount;
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}
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}
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if(RaceStarted && finished == 0)
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EndRace();
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var mySortedList = _boatTimes.OrderBy(d => d.Value).ToList();
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var place = RaceData.boatCount;
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foreach (var boat in mySortedList.Select(index => RaceData.boats[index.Key].Boat).Where(boat => !boat.MatchComplete))
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{
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boat.Place = place;
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place--;
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}
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RaceTime += Time.deltaTime;
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}
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#region Utilities
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public static void LoadGame()
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{
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AppSettings.LoadScene(RaceData.level);
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SceneManager.sceneLoaded += Setup;
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}
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public static void UnloadRace()
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{
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Debug.LogWarning("Unloading Race");
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if(Instance.raceUiPrefab != null && Instance.raceUiPrefab.IsValid())
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{
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Instance.raceUiPrefab.ReleaseAsset();
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}
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Instance.Reset();
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AppSettings.LoadScene(0, LoadSceneMode.Single);
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}
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public static void SetHull(int player, int hull) => RaceData.boats[player].boatPrefab = Instance.boats[hull];
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private static IEnumerator CreateBoats()
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{
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for (int i = 0; i < RaceData.boats.Count; i++)
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{
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var boat = RaceData.boats[i]; // boat to setup
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// Load prefab
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var startingPosition = WaypointGroup.Instance.StartingPositions[i];
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AsyncOperationHandle<GameObject> boatLoading = Addressables.InstantiateAsync(boat.boatPrefab, startingPosition.GetColumn(3),
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Quaternion.LookRotation(startingPosition.GetColumn(2)));
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yield return boatLoading; // wait for boat asset to load
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boatLoading.Result.name = boat.boatName; // set the name of the boat
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boatLoading.Result.TryGetComponent<Boat>(out var boatController);
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boat.SetController(boatLoading.Result, boatController);
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boatController.Setup(i + 1, boat.human, boat.livery);
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Instance._boatTimes.Add(i, 0f);
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}
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}
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private static void GenerateRandomBoats(int count, bool ai = true)
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{
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for (var i = 0; i < count; i++)
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{
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var boat = new BoatData();
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Random.InitState(ConstantData.SeedNow+i);
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boat.boatName = ConstantData.AiNames[Random.Range(0, ConstantData.AiNames.Length)];
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BoatLivery livery = new BoatLivery
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{
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primaryColor = ConstantData.GetRandomPaletteColor,
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trimColor = ConstantData.GetRandomPaletteColor
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};
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boat.livery = livery;
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boat.boatPrefab = Instance.boats[Random.Range(0, Instance.boats.Length)];
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if (ai)
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boat.human = false;
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RaceData.boats.Add(boat);
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}
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}
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private static IEnumerator CreatePlayerUi(int player)
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{
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var touch = Input.touchSupported && Input.multiTouchEnabled &&
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(Application.platform == RuntimePlatform.Android ||
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Application.platform == RuntimePlatform.IPhonePlayer);
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var uiAsset = touch ? Instance.raceUiTouchPrefab : Instance.raceUiPrefab;
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var uiLoading = uiAsset.InstantiateAsync();
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yield return uiLoading;
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if (uiLoading.Result.TryGetComponent(out RaceUI uiComponent))
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{
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var boatData = RaceData.boats[player];
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boatData.Boat.RaceUi = uiComponent;
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uiComponent.Setup(player);
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}
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}
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private static void SetupCamera(int player, bool remove = false)
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{
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// Setup race camera
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if(remove)
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AppSettings.MainCamera.cullingMask &= ~(1 << LayerMask.NameToLayer($"Player{player + 1}")); // TODO - this needs more work for when adding splitscreen.
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else
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AppSettings.MainCamera.cullingMask |= 1 << LayerMask.NameToLayer($"Player{player + 1}"); // TODO - this needs more work for when adding splitscreen.
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}
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public static int GetLapCount()
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{
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if (RaceData != null && RaceData.type == RaceType.Race)
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{
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return RaceData.laps;
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}
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return -1;
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}
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#endregion
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}
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}
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