Files
flufflparty-/FlufflParty/Assets/Scripts/Players/PlayablePlayer.cs
T
2023-04-11 15:02:09 +02:00

431 lines
14 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Mail;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
public class PlayablePlayer : Player
{
public Field nextField;
public GameObject dice;
private Dice diceScript;
private Vector3 moveTo = Vector3.zero;
private Vector3 lastPos = Vector3.zero;
private float speed = 5;
private float interPol = 0;
private int wurfelZahl = 0;
private bool checkDoubleDice = false;
private bool wait = false;
private float timeSinceWurfeln = 0;
private float timeSinceStop = 0;
private Vector3 useLess = new Vector3();
public Client client;
private static PlayablePlayer instance;
//Animation:
private Vector3 lastPosAnim = Vector3.zero;
private Quaternion rotation = Quaternion.identity;
private bool jumpRequest = false;
private float lastTimeDoneIdleAction = 0, idleActionDelay = 5;
public override void Init()
{
TMP_Text[] playerTexts = GetComponentsInChildren<TMP_Text>();
playerTexts[0].text = playerTexts[1].text = name;
activated = false;
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = 61;
diceScript = dice.GetComponent<Dice>();
instance = this;
AddItem(client.items[1]);
}
public static PlayablePlayer GetCurrentInstance()
{
return instance;
}
private void Start()
{
base.Start();
lastPosAnim = transform.position;
}
private void Update()
{
//Animation Control
if (Vector3.Distance(transform.position, lastPosAnim) > 0)
{
animator.SetInteger("value", 1);
}
else if(jumpRequest)
{
jumpRequest = false;
animator.SetInteger("value", 2);
lastTimeDoneIdleAction = Time.time;
}
else if(Time.time - lastTimeDoneIdleAction > idleActionDelay)
{
lastTimeDoneIdleAction = Time.time;
idleActionDelay = Random.Range(2f, 5f);
int randomAction = Random.Range(3, 6);
animator.SetInteger("value", randomAction);
}
else
{
animator.SetInteger("value", 0);
}
//END
if (activated && !name.Equals(""))
{
//Generiere Würfelzahl von 1-6 wenn gerade gewürfelt werden darf
if ((Input.GetMouseButtonUp(0) && !uiHandler.MapOpen) && wurfelZahl == 0 && !wurfelt)
{
if (!Physics.Raycast(new Vector3(Input.mousePosition.x, Input.mousePosition.y, -200), Vector3.forward))
{
DiceRollRoutine();
}
}
}
lastPosAnim = transform.position;
}
private void DiceRollRoutine()
{
jumpRequest = true;
wurfelt = true;
wurfelZahl = Random.Range(4, 4);
switch (activeItem)
{
case Item.Type.Mushroom:
wurfelZahl += 3;
activeItem = Item.Type.None;
break;
case Item.Type.DoubleDice:
checkDoubleDice = true;
activeItem = Item.Type.None;
break;
}
textLeftMoves.text = wurfelZahl + "";
client.SendWurfeln(wurfelZahl);
//nächstes Feld anvisieren
TargetNextField();
//stop the dice
diceScript.StopRandom(wurfelZahl);
//delay for walk start
timeSinceWurfeln = Time.time;
}
private void FixedUpdate()
{
if (activated && !name.Equals(""))
{
camera.transform.position = Vector3.SmoothDamp(camera.transform.position, transform.position + cameraOffset,
ref velocity, 0.2f);
if (!wait)
{
//Laufe zum nöchsten Feld, falls noch Züge übrig sind
if (interPol < 1 && wurfelZahl > 0)
{
//delay
if (Time.time - timeSinceWurfeln > 2)
{
dice.SetActive(false);
InterPolerate();
}
}
//Würfelzahl um 1 verringern falls noch züge übrig sind
else if (wurfelZahl > 0)
{
InterPolerate();
wurfelZahl--;
textLeftMoves.text = wurfelZahl + "";
//the next field is the current field XD
currentField = nextField;
//Visiere das nächste Feld an falls noch ein Zug übrig ist (Player steht gerade auf einem Feld oder läuft darüber)
if (wurfelZahl > 0)
{
TargetNextField();
}
}
//Der Spieler steht gerade
else
{
if (currentField != null)
{
if (currentField.placedItem != null)
{
Trap t = currentField.placedItem.GetComponent<Trap>();
if(t.target.index != index)
{
int coinsAmount = (int)(coins * 0.1f);
AddCoins(-coinsAmount);
t.target.AddCoins(coinsAmount);
currentField.placedItem = null;
Destroy(t.gameObject);
}
}
}
Vector3 currentRotation = Quaternion.ToEulerAngles(transform.rotation);
currentRotation.y = -34;
transform.rotation = Quaternion.Euler(currentRotation);
//TODO: temp spieler finsihed erst, wenn field action ausgeführt wurde
if (wurfelt)
{
int fieldReturnStatus = currentField.Action(index);
switch (fieldReturnStatus)
{
case 0: //Blaues Feld
client.SendCoinFieldAction(0);
AddCoins(3);
break;
case 1: //Rotes Feld
client.SendCoinFieldAction(1);
AddCoins(-3);
break;
case 2: //pinkes Feld
int randyPinkField = Random.Range(4, 4);
int tempCurrentItems = -1;
switch (randyPinkField)
{
case 1:
client.SendCoinFieldAction(0);
int tempAddCoins = Random.Range(3, 6);
AddCoins(tempAddCoins);
break;
case 2:
client.SendCoinFieldAction(1);
int tempLoseCoins = Random.Range(-3, -6);
AddCoins(tempLoseCoins);
break;
case 3:
int tempAddItem = Random.Range(0, 2);
AddItem(client.items[tempAddItem]);
break;
case 4:
for (int i = 0; i < items.Length; i++)
{
if (items[i] != null)
{
tempCurrentItems++;
}
}
if (tempCurrentItems >= 0)
{
int pickRandomItem = Random.Range(0, tempCurrentItems);
client.items[pickRandomItem] = null;
itemInfoImages[pickRandomItem].color = new Color(0, 0, 0, 0);
client.SendLostItem((byte)pickRandomItem);
}
break;
}
break;
}
if (!checkDoubleDice)
{
Invoke("Finish", 2);
activated = false;
}
else
{
checkDoubleDice = false;
wurfelt = false;
}
}
else
{
StartDice();
}
}
}
else
{
foreach (Arrow a in nextField.DirectionalArrow)
{
a.Activate();
}
if (nextField.DirectionalArrow[0].IsClicked())
{
client.SendArrowSelected(0);
foreach (Arrow a in nextField.DirectionalArrow)
{
a.Deactivate();
}
nextField = nextField = nextField.Target[0];
moveTo = nextField.transform.position;
wait = false;
}
else if (nextField.DirectionalArrow[1].IsClicked())
{
client.SendArrowSelected(1);
foreach (Arrow a in nextField.DirectionalArrow)
{
a.Deactivate();
}
nextField = nextField = nextField.Target[1];
moveTo = nextField.transform.position;
wait = false;
}
}
}
}
//Das nächste Feld aufgrund des aktuellen Feldes anvisieren
private void TargetNextField()
{
interPol = 0;
lastPos = transform.position;
if (nextField.Target.Length == 1)
{
nextField = nextField.Target[0];
moveTo = nextField.transform.position;
}
else
{
wait = true;
}
}
//Bewegt den Player von einem Punkt(lastPos) zu einem anderen Punkt(moveTo) mit konstanter Geschwindigkeit
private Vector3 nextPoint;
private void InterPolerate()
{
if (!eventstop)
{
nextPoint = Vector3.Lerp(lastPos, moveTo, interPol);
//Rotation in move direction
Vector3 lookPos = nextPoint - transform.position;
lookPos.y = 0;
if(lookPos != Vector3.zero)
{
Quaternion rotation = Quaternion.LookRotation(lookPos);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationDamping);
}
//END
transform.position = new Vector3(nextPoint.x, transform.position.y, nextPoint.z);
interPol += (Time.deltaTime * speed) / Mathf.Abs(Vector3.Distance(moveTo, lastPos));
}
}
private void Finish()
{
imageCurrentItem.color = new Color(0, 0, 0, 0);
client.SendFinished();
}
private Star currentStar = null;
private void OnTriggerEnter(Collider collider)
{
if (collider.name.Equals("ItemShopTrigger"))
{
base.OnTriggerEnter(collider);
uiHandler.ActivateLayout2(this);
}
else if (collider.name.Equals("StarTrigger"))
{
currentStar = collider.GetComponent<Star>();
if (currentStar.IsActive)
{
base.OnTriggerEnter(collider);
uiHandler.ActivateLayoutBuyStar(this);
}
}
}
public void BuyStar(bool buy)
{
client.SendEventStopFinished();
if (buy)
{
currentStar.Buy(this);
client.SendBuyStar();
AddStars(1);
}
else
{
currentStar = null;
}
}
public void SkipShop()
{
client.SendEventStopFinished();
}
public new void AddItem(Item item)
{
base.AddItem(item);
client.SendBuyItem(item);
}
public void StartDice()
{
gameObject.SetActive(true);
//start the dice
dice.transform.position = Vector3.SmoothDamp(dice.transform.position,
transform.position + Vector3.up * 3f, ref useLess, 0.2f);
diceScript.StartRandom();
}
public void ActivateItem(int index)
{
activeItem = items[index].type;
imageCurrentItem.sprite = items[index].sprite;
imageCurrentItem.color = new Color(1, 1, 1, 1);
itemInfoImages[index].color = new Color(0, 0, 0, 0);
client.SendActiveItem((byte)index);
if (items[index].type == Item.Type.Trap)
{
GameObject temp = Instantiate(items[index].gameObject);
Trap t = temp.GetComponent<Trap>();
currentField.placedItem = t.gameObject;
t.target = gameObject.GetComponent<PlayablePlayer>();
temp.transform.position = currentField.transform.position + (Vector3.up / 2);
activeItem = Item.Type.None;
}
items[index] = null;
}
}