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425 行
15 KiB
425 行
15 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.AddressableAssets;
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namespace UnityRoyale
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{
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public class GameManager : MonoBehaviour
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{
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[Header("Settings")]
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public bool autoStart = false;
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[Header("Public References")]
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public NavMeshSurface navMesh;
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public GameObject playersCastle, opponentCastle;
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public GameObject introTimeline;
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public PlaceableData castlePData;
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public ParticlePool appearEffectPool;
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private CardManager cardManager;
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private CPUOpponent CPUOpponent;
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private InputManager inputManager;
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private AudioManager audioManager;
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private UIManager UIManager;
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private CinematicsManager cinematicsManager;
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private List<ThinkingPlaceable> playerUnits, opponentUnits;
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private List<ThinkingPlaceable> playerBuildings, opponentBuildings;
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private List<ThinkingPlaceable> allPlayers, allOpponents; //contains both Buildings and Units
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private List<ThinkingPlaceable> allThinkingPlaceables;
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private List<Projectile> allProjectiles;
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private bool gameOver = false;
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private bool updateAllPlaceables = false; //used to force an update of all AIBrains in the Update loop
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private const float THINKING_DELAY = 2f;
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private void Awake()
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{
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cardManager = GetComponent<CardManager>();
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CPUOpponent = GetComponent<CPUOpponent>();
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inputManager = GetComponent<InputManager>();
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//audioManager = GetComponentInChildren<AudioManager>();
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cinematicsManager = GetComponentInChildren<CinematicsManager>();
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UIManager = GetComponent<UIManager>();
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if(autoStart)
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introTimeline.SetActive(false);
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//listeners on other managers
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cardManager.OnCardUsed += UseCard;
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CPUOpponent.OnCardUsed += UseCard;
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//initialise Placeable lists, for the AIs to pick up and find a target
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playerUnits = new List<ThinkingPlaceable>();
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playerBuildings = new List<ThinkingPlaceable>();
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opponentUnits = new List<ThinkingPlaceable>();
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opponentBuildings = new List<ThinkingPlaceable>();
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allPlayers = new List<ThinkingPlaceable>();
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allOpponents = new List<ThinkingPlaceable>();
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allThinkingPlaceables = new List<ThinkingPlaceable>();
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allProjectiles = new List<Projectile>();
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}
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private void Start()
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{
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//Insert castles into lists
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SetupPlaceable(playersCastle, castlePData, Placeable.Faction.Player);
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SetupPlaceable(opponentCastle, castlePData, Placeable.Faction.Opponent);
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cardManager.LoadDeck();
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CPUOpponent.LoadDeck();
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//audioManager.GoToDefaultSnapshot();
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if(autoStart)
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StartMatch();
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}
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//called by the intro cutscene
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public void StartMatch()
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{
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CPUOpponent.StartActing();
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}
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//the Update loop pings all the ThinkingPlaceables in the scene, and makes them act
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private void Update()
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{
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if(gameOver)
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return;
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ThinkingPlaceable targetToPass; //ref
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ThinkingPlaceable p; //ref
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for(int pN=0; pN<allThinkingPlaceables.Count; pN++)
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{
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p = allThinkingPlaceables[pN];
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if(updateAllPlaceables)
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p.state = ThinkingPlaceable.States.Idle; //forces the assignment of a target in the switch below
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switch(p.state)
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{
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case ThinkingPlaceable.States.Idle:
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//this if is for innocuous testing Units
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if(p.targetType == Placeable.PlaceableTarget.None)
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break;
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//find closest target and assign it to the ThinkingPlaceable
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bool targetFound = FindClosestInList(p.transform.position, GetAttackList(p.faction, p.targetType), out targetToPass);
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if(!targetFound) Debug.LogError("No more targets!"); //this should only happen on Game Over
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p.SetTarget(targetToPass);
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p.Seek();
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break;
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case ThinkingPlaceable.States.Seeking:
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if(p.IsTargetInRange())
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{
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p.StartAttack();
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}
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break;
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case ThinkingPlaceable.States.Attacking:
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if(p.IsTargetInRange())
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{
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if(Time.time >= p.lastBlowTime + p.attackRatio)
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{
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p.DealBlow();
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//Animation will produce the damage, calling animation events OnDealDamage and OnProjectileFired. See ThinkingPlaceable
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}
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}
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break;
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case ThinkingPlaceable.States.Dead:
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Debug.LogError("A dead ThinkingPlaceable shouldn't be in this loop");
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break;
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}
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}
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Projectile currProjectile;
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float progressToTarget;
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for(int prjN=0; prjN<allProjectiles.Count; prjN++)
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{
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currProjectile = allProjectiles[prjN];
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progressToTarget = currProjectile.Move();
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if(progressToTarget >= 1f)
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{
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if(currProjectile.target.state != ThinkingPlaceable.States.Dead) //target might be dead already as this projectile is flying
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{
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float newHP = currProjectile.target.SufferDamage(currProjectile.damage);
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currProjectile.target.healthBar.SetHealth(newHP);
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}
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Destroy(currProjectile.gameObject);
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allProjectiles.RemoveAt(prjN);
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}
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}
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updateAllPlaceables = false; //is set to true by UseCard()
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}
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private List<ThinkingPlaceable> GetAttackList(Placeable.Faction f, Placeable.PlaceableTarget t)
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{
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switch(t)
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{
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case Placeable.PlaceableTarget.Both:
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return (f == Placeable.Faction.Player) ? allOpponents : allPlayers;
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case Placeable.PlaceableTarget.OnlyBuildings:
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return (f == Placeable.Faction.Player) ? opponentBuildings : playerBuildings;
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default:
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Debug.LogError("What faction is this?? Not Player nor Opponent.");
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return null;
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}
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}
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private bool FindClosestInList(Vector3 p, List<ThinkingPlaceable> list, out ThinkingPlaceable t)
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{
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t = null;
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bool targetFound = false;
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float closestDistanceSqr = Mathf.Infinity; //anything closer than here becomes the new designated target
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for(int i=0; i<list.Count; i++)
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{
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float sqrDistance = (p - list[i].transform.position).sqrMagnitude;
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if(sqrDistance < closestDistanceSqr)
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{
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t = list[i];
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closestDistanceSqr = sqrDistance;
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targetFound = true;
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}
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}
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return targetFound;
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}
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public void UseCard(CardData cardData, Vector3 position, Placeable.Faction pFaction)
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{
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for(int pNum=0; pNum<cardData.placeablesData.Length; pNum++)
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{
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PlaceableData pDataRef = cardData.placeablesData[pNum];
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Quaternion rot = (pFaction == Placeable.Faction.Player) ? Quaternion.identity : Quaternion.Euler(0f, 180f, 0f);
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//Prefab to spawn is the associatedPrefab if it's the Player faction, otherwise it's alternatePrefab. But if alternatePrefab is null, then first one is taken
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GameObject prefabToSpawn = (pFaction == Placeable.Faction.Player) ? pDataRef.associatedPrefab : ((pDataRef.alternatePrefab == null) ? pDataRef.associatedPrefab : pDataRef.alternatePrefab);
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GameObject newPlaceableGO = Instantiate<GameObject>(prefabToSpawn, position + cardData.relativeOffsets[pNum], rot);
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SetupPlaceable(newPlaceableGO, pDataRef, pFaction);
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appearEffectPool.UseParticles(position + cardData.relativeOffsets[pNum]);
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}
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//audioManager.PlayAppearSFX(position);
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updateAllPlaceables = true; //will force all AIBrains to update next time the Update loop is run
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}
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//setups all scripts and listeners on a Placeable GameObject
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private void SetupPlaceable(GameObject go, PlaceableData pDataRef, Placeable.Faction pFaction)
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{
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//Add the appropriate script
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switch(pDataRef.pType)
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{
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case Placeable.PlaceableType.Unit:
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Unit uScript = go.GetComponent<Unit>();
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uScript.Activate(pFaction, pDataRef); //enables NavMeshAgent
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uScript.OnDealDamage += OnPlaceableDealtDamage;
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uScript.OnProjectileFired += OnProjectileFired;
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AddPlaceableToList(uScript); //add the Unit to the appropriate list
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UIManager.AddHealthUI(uScript);
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break;
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case Placeable.PlaceableType.Building:
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case Placeable.PlaceableType.Castle:
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Building bScript = go.GetComponent<Building>();
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bScript.Activate(pFaction, pDataRef);
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bScript.OnDealDamage += OnPlaceableDealtDamage;
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bScript.OnProjectileFired += OnProjectileFired;
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AddPlaceableToList(bScript); //add the Building to the appropriate list
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UIManager.AddHealthUI(bScript);
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//special case for castles
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if(pDataRef.pType == Placeable.PlaceableType.Castle)
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{
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bScript.OnDie += OnCastleDead;
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}
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navMesh.BuildNavMesh(); //rebake the Navmesh
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break;
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case Placeable.PlaceableType.Obstacle:
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Obstacle oScript = go.GetComponent<Obstacle>();
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oScript.Activate(pDataRef);
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navMesh.BuildNavMesh(); //rebake the Navmesh
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break;
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case Placeable.PlaceableType.Spell:
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//Spell sScript = newPlaceable.AddComponent<Spell>();
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//sScript.Activate(pFaction, cardData.hitPoints);
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//TODO: activate the spell and… ?
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break;
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}
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go.GetComponent<Placeable>().OnDie += OnPlaceableDead;
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}
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private void OnProjectileFired(ThinkingPlaceable p)
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{
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Vector3 adjTargetPos = p.target.transform.position;
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adjTargetPos.y = 1.5f;
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Quaternion rot = Quaternion.LookRotation(adjTargetPos-p.projectileSpawnPoint.position);
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Projectile prj = Instantiate<GameObject>(p.projectilePrefab, p.projectileSpawnPoint.position, rot).GetComponent<Projectile>();
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prj.target = p.target;
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prj.damage = p.damage;
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allProjectiles.Add(prj);
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}
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private void OnPlaceableDealtDamage(ThinkingPlaceable p)
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{
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if(p.target.state != ThinkingPlaceable.States.Dead)
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{
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float newHealth = p.target.SufferDamage(p.damage);
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p.target.healthBar.SetHealth(newHealth);
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}
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}
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private void OnCastleDead(Placeable c)
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{
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cinematicsManager.PlayCollapseCutscene(c.faction);
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c.OnDie -= OnCastleDead;
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gameOver = true; //stops the thinking loop
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//stop all the ThinkingPlaceables
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ThinkingPlaceable thkPl;
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for(int pN=0; pN<allThinkingPlaceables.Count; pN++)
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{
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thkPl = allThinkingPlaceables[pN];
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if(thkPl.state != ThinkingPlaceable.States.Dead)
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{
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thkPl.Stop();
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thkPl.transform.LookAt(c.transform.position);
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UIManager.RemoveHealthUI(thkPl);
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}
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}
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//audioManager.GoToEndMatchSnapshot();
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CPUOpponent.StopActing();
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}
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public void OnEndGameCutsceneOver()
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{
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UIManager.ShowGameOverUI();
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}
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private void OnPlaceableDead(Placeable p)
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{
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p.OnDie -= OnPlaceableDead; //remove the listener
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switch(p.pType)
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{
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case Placeable.PlaceableType.Unit:
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Unit u = (Unit)p;
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RemovePlaceableFromList(u);
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u.OnDealDamage -= OnPlaceableDealtDamage;
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u.OnProjectileFired -= OnProjectileFired;
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UIManager.RemoveHealthUI(u);
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StartCoroutine(Dispose(u));
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break;
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case Placeable.PlaceableType.Building:
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case Placeable.PlaceableType.Castle:
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Building b = (Building)p;
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RemovePlaceableFromList(b);
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UIManager.RemoveHealthUI(b);
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b.OnDealDamage -= OnPlaceableDealtDamage;
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b.OnProjectileFired -= OnProjectileFired;
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StartCoroutine(RebuildNavmesh()); //need to fix for normal buildings
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//we don't dispose of the Castle
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if(p.pType != Placeable.PlaceableType.Castle)
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StartCoroutine(Dispose(b));
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break;
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case Placeable.PlaceableType.Obstacle:
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StartCoroutine(RebuildNavmesh());
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break;
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case Placeable.PlaceableType.Spell:
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//TODO: can spells die?
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break;
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}
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}
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private IEnumerator Dispose(ThinkingPlaceable p)
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{
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yield return new WaitForSeconds(3f);
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Destroy(p.gameObject);
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}
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private IEnumerator RebuildNavmesh()
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{
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yield return new WaitForEndOfFrame();
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navMesh.BuildNavMesh();
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//FIX: dragged obstacles are included in the navmesh when it's baked
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}
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private void AddPlaceableToList(ThinkingPlaceable p)
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{
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allThinkingPlaceables.Add(p);
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if(p.faction == Placeable.Faction.Player)
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{
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allPlayers.Add(p);
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if(p.pType == Placeable.PlaceableType.Unit)
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playerUnits.Add(p);
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else
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playerBuildings.Add(p);
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}
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else if(p.faction == Placeable.Faction.Opponent)
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{
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allOpponents.Add(p);
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if(p.pType == Placeable.PlaceableType.Unit)
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opponentUnits.Add(p);
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else
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opponentBuildings.Add(p);
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}
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else
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{
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Debug.LogError("Error in adding a Placeable in one of the player/opponent lists");
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}
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}
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private void RemovePlaceableFromList(ThinkingPlaceable p)
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{
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allThinkingPlaceables.Remove(p);
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if(p.faction == Placeable.Faction.Player)
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{
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allPlayers.Remove(p);
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if(p.pType == Placeable.PlaceableType.Unit)
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playerUnits.Remove(p);
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else
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playerBuildings.Remove(p);
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}
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else if(p.faction == Placeable.Faction.Opponent)
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{
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allOpponents.Remove(p);
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if(p.pType == Placeable.PlaceableType.Unit)
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opponentUnits.Remove(p);
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else
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opponentBuildings.Remove(p);
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}
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else
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{
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Debug.LogError("Error in removing a Placeable from one of the player/opponent lists");
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}
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}
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}
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}
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