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- using System;
- using System.Collections;
- using UnityEngine;
- using Random = UnityEngine.Random;
- enum GameState
- {
- START_MENU,
- GAME_RUNNING,
- GAME_FINISHED,
- }
- public class GameManager : MonoBehaviour
- {
- public GameObject player;
- public GameObject targetPrefab;
- private GameState gameState;
- // Game
- public float gameDuration = 30.0f;
- private float gameTimeRemaining = 0;
- public int numberOfTargets = 3;
- public float targetSpawnDelay = 1.0f;
- public float targetMoveSpeed = 1.0f;
- public float targetWaitTime = 1.0f;
- public float targetSpawnMinDistance = 1.0f;
- public float targetSpawnMaxDistance = 1.0f;
- public float targetSpawnAngle = 90;
- public float targetMovePointMinDistance = 1.0f;
- public float targetMovePointMaxDistance = 1.0f;
- // Start is called once before the first execution of Update after the MonoBehaviour is created
- void Start()
- {
- StartCoroutine(SpawnTargetDelay(targetSpawnDelay));
- }
- // 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)
- {
- EndGame();
- }
- break;
- case GameState.GAME_FINISHED:
- break;
- default:
- break;
- }
- }
- private void StartGame()
- {
- gameState = GameState.GAME_RUNNING;
- gameTimeRemaining = gameDuration;
- for (int i = 0; i < numberOfTargets; i++)
- {
- SpawnTarget();
- }
- }
- private void EndGame()
- {
- gameState = GameState.GAME_FINISHED;
- }
- private IEnumerator SpawnTargetDelay(float delay)
- {
- yield return new WaitForSeconds(delay);
- SpawnTarget();
- }
- private void SpawnTarget()
- {
- //Determine target spawn position
- float spawnAngle = Random.Range(-targetSpawnAngle/2,targetSpawnAngle/2);
- float spawnDistance = Random.Range(targetSpawnMinDistance, targetSpawnMaxDistance);
- spawnAngle = spawnAngle * Mathf.Deg2Rad;
- Vector3 spawnPosition = new Vector3(
- player.transform.position.x + Mathf.Sin(spawnAngle) * spawnDistance,
- player.transform.position.y,
- player.transform.position.z + Mathf.Cos(spawnAngle) * spawnDistance
- );
- //Determine target target position
- float targetMovePointDistance = Random.Range(targetMovePointMinDistance, targetMovePointMaxDistance);
- float targetMovePointAngleX = Random.Range(0, 360) * Mathf.Deg2Rad; //affects y and z position
- float targetMovePointAngleY = Random.Range(0, 360) * Mathf.Deg2Rad; //affects x and z position
- float targetMovePointAngleZ = Random.Range(0, 360) * Mathf.Deg2Rad; //affects x and y position
- Vector3 targetMovePosition = new Vector3(
- spawnPosition.x,
- spawnPosition.y + Mathf.Sin(targetMovePointAngleX),
- spawnPosition.z
- );
- GameObject spawnedTarget = Instantiate(targetPrefab);
- spawnedTarget.transform.position = spawnPosition;
- Debug.Log("Spawn Target, distance: " + (player.transform.position - spawnedTarget.transform.position).magnitude);
- }
- }
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