GameManager.cs 3.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128
  1. using System;
  2. using System.Collections;
  3. using UnityEngine;
  4. using Random = UnityEngine.Random;
  5. enum GameState
  6. {
  7. START_MENU,
  8. GAME_RUNNING,
  9. GAME_FINISHED,
  10. }
  11. public class GameManager : MonoBehaviour
  12. {
  13. public GameObject player;
  14. public GameObject targetPrefab;
  15. private GameState gameState;
  16. // Game
  17. public float gameDuration = 30.0f;
  18. private float gameTimeRemaining = 0;
  19. public int numberOfTargets = 3;
  20. public float targetSpawnDelay = 1.0f;
  21. public float targetMoveSpeed = 1.0f;
  22. public float targetWaitTime = 1.0f;
  23. public float targetSpawnMinDistance = 1.0f;
  24. public float targetSpawnMaxDistance = 1.0f;
  25. public float targetSpawnAngle = 90;
  26. public float targetMovePointMinDistance = 1.0f;
  27. public float targetMovePointMaxDistance = 1.0f;
  28. // Start is called once before the first execution of Update after the MonoBehaviour is created
  29. void Start()
  30. {
  31. StartCoroutine(SpawnTargetDelay(targetSpawnDelay));
  32. }
  33. // Update is called once per frame
  34. void Update()
  35. {
  36. switch (gameState) {
  37. case GameState.START_MENU:
  38. break;
  39. case GameState.GAME_RUNNING:
  40. gameTimeRemaining -= Time.deltaTime;
  41. if (gameTimeRemaining <= 0)
  42. {
  43. EndGame();
  44. }
  45. break;
  46. case GameState.GAME_FINISHED:
  47. break;
  48. default:
  49. break;
  50. }
  51. }
  52. private void StartGame()
  53. {
  54. gameState = GameState.GAME_RUNNING;
  55. gameTimeRemaining = gameDuration;
  56. for (int i = 0; i < numberOfTargets; i++)
  57. {
  58. SpawnTarget();
  59. }
  60. }
  61. private void EndGame()
  62. {
  63. gameState = GameState.GAME_FINISHED;
  64. }
  65. private IEnumerator SpawnTargetDelay(float delay)
  66. {
  67. yield return new WaitForSeconds(delay);
  68. SpawnTarget();
  69. }
  70. private void SpawnTarget()
  71. {
  72. //Determine target spawn position
  73. float spawnAngle = Random.Range(-targetSpawnAngle/2,targetSpawnAngle/2);
  74. float spawnDistance = Random.Range(targetSpawnMinDistance, targetSpawnMaxDistance);
  75. spawnAngle = spawnAngle * Mathf.Deg2Rad;
  76. Vector3 spawnPosition = new Vector3(
  77. player.transform.position.x + Mathf.Sin(spawnAngle) * spawnDistance,
  78. player.transform.position.y,
  79. player.transform.position.z + Mathf.Cos(spawnAngle) * spawnDistance
  80. );
  81. //Determine target target position
  82. float targetMovePointDistance = Random.Range(targetMovePointMinDistance, targetMovePointMaxDistance);
  83. float targetMovePointAngleX = Random.Range(0, 360) * Mathf.Deg2Rad; //affects y and z position
  84. float targetMovePointAngleY = Random.Range(0, 360) * Mathf.Deg2Rad; //affects x and z position
  85. float targetMovePointAngleZ = Random.Range(0, 360) * Mathf.Deg2Rad; //affects x and y position
  86. Vector3 targetMovePosition = new Vector3(
  87. spawnPosition.x,
  88. spawnPosition.y + Mathf.Sin(targetMovePointAngleX),
  89. spawnPosition.z
  90. );
  91. GameObject spawnedTarget = Instantiate(targetPrefab);
  92. spawnedTarget.transform.position = spawnPosition;
  93. Debug.Log("Spawn Target, distance: " + (player.transform.position - spawnedTarget.transform.position).magnitude);
  94. }
  95. }