-
Notifications
You must be signed in to change notification settings - Fork 4
Expand file tree
/
Copy pathPlayerController.cs
More file actions
290 lines (237 loc) · 7.83 KB
/
PlayerController.cs
File metadata and controls
290 lines (237 loc) · 7.83 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
using System;
using System.Collections;
using System.Linq;
using Hats.Content;
using Hats.Simulation;
using TMPro;
using UnityEngine;
namespace Hats.Game
{
public class PlayerController : GameEventHandler
{
[Header("Personalization")]
public CharacterRef CharacterRef;
public HatRef HatRef;
public string Alias;
[Header("Internal References")]
public CharacterBehaviour GhostObject;
public TextMeshProUGUI AliasText;
[Header("Prefab References")]
public ShieldFXBehaviour ShieldFXPrefab;
public GameObject TeleportOriginFX;
public GameObject TeleportDestinationFX;
public FireballFXBehaviour FireballFXPrefab;
public FireballFXBehaviour ArrowFXPrefab;
private const float MovementDuration = 0.25f; // How long it takes to move characters to their new positions
private const float GhostDelay = 1f; // How long to wait before turning into a ghost
[ReadOnly]
[SerializeField]
private CharacterBehaviour CharacterBehaviour;
[Header("Effects")]
[SerializeField]
private GameObject _localPlayerDeathEffects = null;
[SerializeField]
private AudioClip[] _moveAudioClips = null;
[SerializeField]
private AudioSource _moveAudioSource = null;
[Header("Runtime Values")]
[ReadOnly]
[SerializeField]
private HatsPlayer _player;
[ReadOnly]
[SerializeField]
private ShieldFXBehaviour _shieldInstance;
[ReadOnly]
[SerializeField]
private bool _ghostReservation;
[ReadOnly]
[SerializeField]
private Vector3 _targetPosition;
private Vector3 _currentVel;
private HatContent _hatContent;
public async void Setup(HatsPlayer player)
{
_player = player;
await player.PurgeBeamableStatsCache();
CharacterRef = await player.GetSelectedCharacter();
HatRef = await player.GetSelectedHat();
Alias = await player.GetPlayerAlias();
var characterContent = await CharacterRef.Resolve();
_hatContent = await HatRef.Resolve();
var gob = await characterContent.Prefab.SafeResolve();
CharacterBehaviour = Instantiate(gob, transform);
await CharacterBehaviour.SetHat(_hatContent);
AliasText.text = Alias;
}
public override IEnumerator HandleTurnOverEvent(TurnOverEvent evt, Action completeCallback)
{
// always wait a bit, so as to the give a bit of rhythm.
yield return new WaitForSecondsRealtime(.3f);
// disable any shield FX.
if (_shieldInstance)
{
_shieldInstance.End();
yield return new WaitForSecondsRealtime(.4f);
Destroy(_shieldInstance?.gameObject);
_shieldInstance = null;
}
yield return null;
completeCallback();
}
public override IEnumerator HandleShieldEvent(PlayerShieldEvent evt, Action completeCallback)
{
if (!Equals(evt.Player, _player))
{
completeCallback();
yield break;
}
// spawn shield FX...
var state = Game.GetCurrentPlayerState(evt.Player.dbid);
_shieldInstance = Game.BattleGridBehaviour.SpawnObjectAtCell(ShieldFXPrefab, state.Position);
yield return new WaitForSecondsRealtime(.1f);
completeCallback();
}
public override IEnumerator HandleMoveEvent(PlayerMoveEvent evt, Action completeCallback)
{
if (!Equals(evt.Player, _player))
{
completeCallback();
yield break;
}
var state = Game.GetCurrentPlayerState(evt.Player.dbid);
if (state.HasTeleportPowerup)
{
Game.BattleGridBehaviour.SpawnGameObjectAtCell(TeleportOriginFX, evt.OldPosition);
Game.BattleGridBehaviour.SpawnGameObjectAtCell(TeleportDestinationFX, evt.NewPosition);
}
else
{
AudioClip footstepClip = _moveAudioClips[UnityEngine.Random.Range(0, _moveAudioClips.Length)];
yield return new WaitForSecondsRealtime(UnityEngine.Random.Range(0.0f, 0.2f));
_moveAudioSource.PlayOneShot(footstepClip);
}
CharacterBehaviour.Move();
var localPosition = Game.BattleGridBehaviour.Grid.CellToLocal(evt.NewPosition);
CharacterBehaviour.SetDirection(localPosition.x > _targetPosition.x);
_targetPosition = localPosition;
yield return null;
completeCallback();
}
public override IEnumerator HandlePlayerDroppedEvent(PlayerLeftEvent evt, Action completeCallback)
{
completeCallback(); // immediately consume the attack event.
if (!Equals(evt.Quitter, _player))
{
yield break;
}
foreach (var progress in BecomeGhost())
{
yield return progress;
}
}
public override IEnumerator HandleAttackEvent(PlayerProjectileAttackEvent evt, Action completeCallback)
{
completeCallback(); // immediately consume the attack event.
if (!Equals(evt.Player, _player))
{
yield break;
}
PlayerController playerToKill = null;
if (evt.KillsPlayer != null)
{
var allPlayers = FindObjectsOfType<PlayerController>();
playerToKill = allPlayers.First(other => Equals(other._player, evt.KillsPlayer));
playerToKill._ghostReservation = true;
}
CharacterBehaviour.Attack();
// 1. spawn the projectile
var prefab = evt.Type == PlayerProjectileAttackEvent.AttackType.ARROW
? ArrowFXPrefab
: FireballFXPrefab;
var projectile = Game.BattleGridBehaviour.SpawnObjectAtCell(prefab, evt.StartPosition);
var dir = evt.Direction.GetRotation();
projectile.transform.localRotation = dir;
// 2. move it in direction of travel, until it leaves the board, or it reaches its kill or bounce position
while (true)
{
var currentPosition = Game.BattleGridBehaviour.Grid.WorldToCell(projectile.transform.position);
if (!Game.BattleGridBehaviour.Tilemap.HasTile(currentPosition))
{
// the projectile has left the grid;
break;
}
if (evt.DestroyAt.HasValue && !evt.BounceAt.HasValue && currentPosition == evt.DestroyAt.Value)
{
// the projectile has reached its target, kaboom
break;
}
if (evt.BounceAt.HasValue && evt.BounceDirection.HasValue && currentPosition == evt.BounceAt.Value)
{
dir = evt.BounceDirection.Value.GetRotation();
evt.BounceAt = null;
projectile.transform.localRotation = dir;
// TODO: do bounce animation?
}
// actually move the projectile along...
var vel = projectile.transform.right * projectile.Speed * Time.deltaTime;
projectile.transform.localPosition += vel;
yield return null;
}
projectile.End();
// 3. if there are registered kills...
if (playerToKill != null)
{
// var allPlayers = FindObjectsOfType<PlayerController>();
// var targetPlayerController = allPlayers.First(other => Equals(other._player, evt.KillsPlayer));
foreach (var progress in playerToKill.BecomeGhost())
{
yield return progress;
}
//targetPlayerController.End();
}
yield return null;
}
public override IEnumerator HandlePlayerKilledEvent(PlayerKilledEvent evt, Action completeCallback)
{
completeCallback();
if (evt.Victim.dbid == Game.LocalPlayerDBID)
_localPlayerDeathEffects.SetActive(true);
if (!Equals(evt.Victim, _player))
{
yield break;
}
if (_ghostReservation) yield break; // this character has already been earmarked to be a ghost anyway...
foreach (var progress in BecomeGhost())
{
yield return progress;
}
}
public IEnumerable BecomeGhost()
{
CharacterBehaviour.GetHit();
if (_shieldInstance)
{
_shieldInstance.End();
yield return new WaitForSecondsRealtime(.1f);
Destroy(_shieldInstance?.gameObject);
_shieldInstance = null;
}
yield return new WaitForSecondsRealtime(GhostDelay);
var _ = GhostObject.SetHat(_hatContent);
GhostObject.gameObject.SetActive(true);
CharacterBehaviour.gameObject.SetActive(false);
CharacterBehaviour = GhostObject;
}
// Start is called before the first frame update
private void Start()
{
_targetPosition = transform.localPosition;
}
// Update is called once per frame
private void Update()
{
// Move the player towards the target position
transform.localPosition = Vector3.SmoothDamp(transform.localPosition, _targetPosition, ref _currentVel, MovementDuration);
}
}
}