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- using System;
- using System.Collections;
- using TMPro;
- using UnityEngine;
- using Random = UnityEngine.Random;
- enum GameState
- {
- START_MENU,
- GAME_RUNNING,
- GAME_FINISHED,
- }
- public class GameManager : MonoBehaviour
- {
- public GameObject player;
- private GameState gameState;
- private int points = 0;
- // Game
- [Header("Game Settings")]
- public float gameDuration = 30.0f;
- private float gameTimeRemaining = 0;
- private bool allowTargetSpawn = false;
- #region Target spawning variables
- [Header("Target Spawning")]
- public GameObject targetPrefab;
- public int numberOfTargets = 3;
- public float targetSpawnDelay = 1.0f;
- public float targetMoveSpeed = 1.0f;
- public float targetWaitTime = 1.0f;
- public int targetMinPoint = 1;
- public int targetMaxPoint = 1;
- public float targetSpawnMinDistance = 1.0f;
- public float targetSpawnMaxDistance = 1.0f;
- public float targetSpawnMinHeight = 1.0f;
- public float targetSpawnMaxHeight = 1.0f;
- public float targetSpawnAngle = 90;
- public float targetMovePointMinDistance = 1.0f;
- public float targetMovePointMaxDistance = 1.0f;
- #endregion
- #region HUD
- [Header("HUD")]
- public TextMeshPro pointsHud;
- public TextMeshPro timeRemainingHud;
- public GameObject startMenu;
- public GameObject endMenu;
- #endregion
- // Start is called once before the first execution of Update after the MonoBehaviour is created
- void Start()
- {
- StartMenuGame();
- }
- // Update is called once per frame
- void Update()
- {
- switch (gameState) {
- case GameState.START_MENU:
- break;
- case GameState.GAME_RUNNING:
- gameTimeRemaining -= Time.deltaTime;
- if (gameTimeRemaining <= 0)
- {
- gameTimeRemaining = 0;
- EndGame();
- }
- timeRemainingHud.text = (Mathf.Floor(gameTimeRemaining * 100) / 100).ToString();
- break;
- case GameState.GAME_FINISHED:
-
- break;
- default:
- break;
- }
- }
- public void StartMenuGame()
- {
- gameState = GameState.START_MENU;
- startMenu.SetActive(true);
- endMenu.SetActive(false);
- }
-
- public void StartGame()
- {
- gameState = GameState.GAME_RUNNING;
- gameTimeRemaining = gameDuration;
- SetPoints(0);
- allowTargetSpawn = true;
- startMenu.SetActive(false);
- endMenu.SetActive(false);
- for (int i = 0; i < numberOfTargets; i++)
- {
- SpawnTarget();
- }
- }
- private void EndGame()
- {
- gameState = GameState.GAME_FINISHED;
- allowTargetSpawn = false;
- startMenu.SetActive(false);
- endMenu.SetActive(true);
- GameObject[] targets = GameObject.FindGameObjectsWithTag("Target");
- foreach(GameObject Target in targets)
- {
- Destroy(Target);
- }
- //Display End screen, give possibility to go back to start menu
- }
- private IEnumerator SpawnTargetDelay(float delay)
- {
- yield return new WaitForSeconds(delay);
- SpawnTarget();
- }
- private void SpawnTarget()
- {
- if (!allowTargetSpawn)
- {
- return;
- }
- Debug.Log("Spawning target...");
- //Determine target spawn position
- float spawnAngle = Random.Range(-targetSpawnAngle/2,targetSpawnAngle/2);
- float spawnDistance = Random.Range(targetSpawnMinDistance, targetSpawnMaxDistance);
- float spawnHeight = Random.Range(targetSpawnMinHeight, targetSpawnMaxHeight);
- spawnAngle = spawnAngle * Mathf.Deg2Rad;
- Vector3 spawnPosition = new Vector3(
- player.transform.position.x + Mathf.Sin(spawnAngle) * spawnDistance,
- player.transform.position.y + spawnHeight,
- player.transform.position.z + Mathf.Cos(spawnAngle) * spawnDistance
- );
- //Determine target target position
- float targetMovePointDistance = Random.Range(targetMovePointMinDistance, targetMovePointMaxDistance);
- Vector3 randomDirection = Random.onUnitSphere;
- Vector3 targetMovePosition = spawnPosition + randomDirection * targetMovePointDistance;
- Debug.Log(randomDirection);
- Debug.Log("Intended move distance: " + targetMovePointDistance);
- Debug.Log("Actual distance: " + (spawnPosition - targetMovePosition).magnitude);
- GameObject spawnedTarget = Instantiate(targetPrefab);
- spawnedTarget.transform.position = spawnPosition;
- Target spawnedTargetScript = spawnedTarget.GetComponent<Target>();
- if (spawnedTargetScript != null)
- {
- spawnedTargetScript.SetValue(targetMoveSpeed, targetWaitTime, Random.Range(targetMinPoint, targetMaxPoint+1), targetMovePosition, this);
- }
- Debug.Log("Spawn Target, distance: " + (player.transform.position - spawnedTarget.transform.position).magnitude);
- }
- private void SetPoints(int Points)
- {
- points = Points;
- pointsHud.text = points.ToString();
- }
- private void AddPoints(int Points)
- {
- points += Points;
- pointsHud.text = points.ToString();
- }
- public void NotifyTargetDestroyed(Target Target)
- {
- AddPoints(Target.points);
- StartCoroutine(SpawnTargetDelay(targetSpawnDelay));
- Destroy(Target.gameObject);
- }
- }
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