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

199 lines
7.0 KiB
C#

using System;
using Cysharp.Threading.Tasks;
using DG.Tweening;
using GadGame.Manager;
using GadGame.Network;
using GadGame.State;
using GadGame.State.GameState;
using Pools.Runtime;
using Sirenix.OdinInspector;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random;
namespace GadGame.MiniGame
{
public class MiniGameController : StateRunner<MiniGameController>
{
[Header("Stats")]
public int GameTime;
[SerializeField] private Basket _basket;
[SerializeField] private float _lerp;
[SerializeField] private float _spawnTime;
[SerializeField, Range(0,1)] private float _bombChange;
[SerializeField] private Rect _spawnArea;
[SerializeField, MinMaxSlider(0, 2, true)] private Vector2 _gravityScaleRange;
[Header("UI")]
[SerializeField] private Canvas _canvas;
[SerializeField] private TextMeshProUGUI _time;
[SerializeField] private TextMeshProUGUI _score;
[SerializeField] private TextMeshProUGUI _resultScore;
[SerializeField] private CanvasGroup _result;
[SerializeField] private Image CircleImgEndGame;
[SerializeField] private TextMeshProUGUI txtProgressEndGame;
[Header("Tutorial")]
[SerializeField] private GameObject _tutorialWrapper;
[SerializeField] private Transform _thisYou;
[SerializeField] private Transform _right;
[SerializeField] private Transform _left;
[SerializeField] private Transform _end;
[Header("Pool")]
[SerializeField] private Pool<Item>[] _itemPools;
[SerializeField] private Pool<Bomb>[] _bombPools;
private GameManager _gameManager;
private Camera _camera;
private float _spawnTimer;
private Vector3 _preFramePosition;
private void Start()
{
_gameManager = GameManager.Instance;
_gameManager.OnPause += Pause;
_gameManager.OnResume += Resume;
_gameManager.OnScoreUpdate += OnScoreUpdate;
_camera = Camera.main;
_time.text = GameTime.ToString();
SoundManager.Instance.PlayMusic(MusicDefine.BG);
SetState<TutorialGameState>();
}
private void LateUpdate()
{
_preFramePosition = _basket.Position;
}
public void SpawnRandomItem()
{
_spawnTimer += Time.deltaTime;
if (_spawnTimer >= _spawnTime)
{
_spawnTimer = 0;
var gravity = Random.Range(_gravityScaleRange.x, _gravityScaleRange.y);
var bombChance = Random.value;
if (bombChance <= _bombChange)
{
var random = Random.Range(0, _bombPools.Length);
var bomb = _bombPools[random].Get();
bomb.Init(gravity);
bomb.transform.position = _spawnArea.RandomPointInside();
}
else
{
var random = Random.Range(0, _itemPools.Length);
var item = _itemPools[random].Get();
item.Init(gravity);
item.transform.position = _spawnArea.RandomPointInside();
}
}
}
public void PlayerControl()
{
//640x480;
var inputData = UdpSocket.Instance.DataReceived.PosPoint;
var inputNormalize = new Vector2((inputData.x - 213.33f)/ 213.33f, inputData.y / 480);
// var inputNormalize = new Vector2(inputData.x/ 200, inputData.y / 480);
var input = new Vector2
{
x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x),
y = -Mathf.Lerp(0, _canvas.pixelRect.height, inputNormalize.y)
};
if (input != Vector2.zero)
{
var mousePos = input;
var pos = _camera.ScreenToWorldPoint(mousePos);
var currentPosition = _basket.Position;
pos.x *= -1;
pos.y = currentPosition.y;
pos.z = 0;
currentPosition= Vector3.Lerp(currentPosition, pos, _lerp * Time.deltaTime);
currentPosition.x = Mathf.Clamp(currentPosition.x, -2.25f, 2.25f);
var dirMove = (_preFramePosition - currentPosition).normalized;
_basket.transform.DORotate(new Vector3(0, 0, 10 * dirMove.x), 0.2f);
_basket.Position = currentPosition;
}
}
public async void ShowTutorial()
{
_tutorialWrapper.SetActive(true);
_thisYou.localScale = Vector3.zero;
_right.localScale = Vector3.zero;
_left.localScale = Vector3.zero;
_end.localScale = Vector3.zero;
await _thisYou.DOScale(Vector3.one, 0.2f);
await UniTask.Delay(2000);
await _right.DOScale(Vector3.one, 0.2f).OnStart(()=> _thisYou.DOScale(Vector3.zero, 0.2f));
await UniTask.WaitUntil(() => _basket.Position.x >= 1.5f);
await _left.DOScale(Vector3.one, 0.2f).OnStart(()=> _right.DOScale(Vector3.zero, 0.2f));
await UniTask.WaitUntil(() => _basket.Position.x <= -1.5f);
await _left.DOScale(Vector3.zero, 0.2f);
await _end.DOScale(Vector3.one, 0.2f);
await UniTask.Delay(2000);
await _end.DOScale(Vector3.zero, 0.2f);
_tutorialWrapper.SetActive(false);
SetState<PlayingGameState>();
}
public async void ShowResult()
{
await _result.DOFade(1, 0.3f);
await _resultScore.DOText(_gameManager.Score.ToString(), 1f, scrambleMode: ScrambleMode.Numerals);
}
public void CountDownEndGame(float time){
var countDownTime = 10 - time;
Debug.Log("EndGame CountDown " + countDownTime.ToString());
var fill = countDownTime / 10;
CircleImgEndGame.fillAmount = fill;
txtProgressEndGame.text = Mathf.Ceil(countDownTime).ToString();
}
public void SetActive(bool value)
{
_basket.Active = value;
}
public void SetTextTime(float time)
{
_time.text = Mathf.Floor(time).ToString();
}
private void OnDestroy()
{
_gameManager.OnPause -= Pause;
_gameManager.OnResume -= Resume;
SoundManager.Instance.StopMusic();
}
[Button, HideInEditorMode]
private void Pause()
{
SetState<PauseGameState>();
}
[Button, HideInEditorMode]
private void Resume()
{
SetState<ResumeGameState>();
}
private void OnScoreUpdate(int score)
{
_score.text = score.ToString();
}
private void OnDrawGizmos()
{
Gizmos.color = new Color(0, 1, 0f, 0.3f);
Gizmos.DrawCube(_spawnArea.position, _spawnArea.size);
}
}
}