smart-interactive-display/Assets/GadGame/Scripts/MiniGame/MiniGameController.cs

101 lines
3.0 KiB
C#
Raw Normal View History

2024-04-15 04:10:00 -07:00
using GadGame.Manager;
using GadGame.State;
using GadGame.State.GameState;
using Pools.Runtime;
using TMPro;
using UnityEngine;
namespace GadGame.MiniGame
{
public class MiniGameController : StateRunner<MiniGameController>
{
public int GameTime;
[SerializeField] private Transform _basket;
[SerializeField] private TextMeshProUGUI _time;
[SerializeField] private float _lerp;
[SerializeField] private float _spawnTime;
[SerializeField, Range(0,1)] private float _bombChange;
[SerializeField] private Rect _spawnArea;
[SerializeField] private Pool<Item>[] _itemPools;
[SerializeField] private Pool<Bomb>[] _bombPools;
private GameManager _gameManager;
private Camera _camera;
private float _spawnTimer;
private void Start()
{
_gameManager = GameManager.Instance;
_gameManager.OnPause += Pause;
_gameManager.OnResume += Resume;
_camera = Camera.main;
SetState<PlayingGameState>();
_time.text = GameTime.ToString();
}
public void SpawnRandomItem()
{
_spawnTimer += Time.deltaTime;
if (_spawnTimer >= _spawnTime)
{
_spawnTimer = 0;
var bombChance = Random.value;
if (bombChance <= _bombChange)
{
var random = Random.Range(0, _bombPools.Length);
var bomb = _bombPools[random].Get();
bomb.transform.position = _spawnArea.RandomPointInside();
}
else
{
var random = Random.Range(0, _itemPools.Length);
var item = _itemPools[random].Get();
item.transform.position = _spawnArea.RandomPointInside();
}
}
}
public void PlayerControl()
{
if (Input.GetMouseButton(0))
{
var mousePos = Input.mousePosition;
var pos = _camera.ScreenToWorldPoint(mousePos);
var currentPosition = _basket.position;
pos.y = currentPosition.y;
pos.z = 0;
_basket.position = Vector3.Lerp(currentPosition, pos, _lerp * Time.deltaTime);
}
}
public void SetTextTime(float time)
{
_time.text = Mathf.Floor(time).ToString();
}
private void OnDestroy()
{
_gameManager.OnPause -= Pause;
_gameManager.OnResume -= Resume;
}
private void Pause()
{
SetState<PauseGameState>();
}
private void Resume()
{
SetState<ResumeGameState>();
}
private void OnDrawGizmos()
{
Gizmos.color = new Color(0, 1, 0f, 0.3f);
Gizmos.DrawCube(_spawnArea.position, _spawnArea.size);
}
}
}