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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/PlatformManager.cs

144 lines
4.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.Netcode;
using UnityEngine;
namespace Unity.Multiplayer.Samples.BossRoom
{
public class PlatformManager : NetworkBehaviour
{
public static PlatformManager Instance;
public List<Platform> m_Platforms;
public int numberOfPlayers = 2; // Number of players (n)
public float planeRadius = 4f; // Radius of the circular plane
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
}
else
{
Instance = this;
}
}
private void Start()
{
//if (IsServer) // Ensure only the server assigns IDs and initializes
{
m_Platforms = GetComponentsInChildren<Platform>().ToList();
// Assign unique IDs to each platform
for (int i = 0; i < m_Platforms.Count; i++)
{
m_Platforms[i].AssignID(i + 1); // IDs start from 1
}
Debug.Log("All platforms have been assigned unique IDs.");
Starter();
}
}
void Starter()
{
numberOfPlayers = PlayerPrefs.GetInt("NumberOfLobbyPlayers");
int platformsToSpawn = numberOfPlayers - 1;
if (platformsToSpawn <= 0)
{
Debug.LogWarning("Not enough players to spawn platforms.");
return;
}
for(int i=0;i < m_Platforms.Count;i++)
{
m_Platforms[i].gameObject.SetActive(false);
}
for(int i=0;i<platformsToSpawn;i++)
{
m_Platforms[i].gameObject.SetActive(true);
}
float angleIncrement = 360f / platformsToSpawn; // Divide the circle into equal segments
for (int i = 0; i < platformsToSpawn; i++)
{
// Calculate angle in radians
float angle = i * angleIncrement * Mathf.Deg2Rad;
// Determine the position on the circular plane
Vector3 position = new Vector3(
Mathf.Cos(angle) * planeRadius,
0f, // Assume the circular plane is on the XZ plane
Mathf.Sin(angle) * planeRadius
);
// Instantiate the platform
m_Platforms[i].transform.position = position;
m_Platforms[i].gameObject.SetActive(true);
//m_Platforms[i].AnimationStarter();
//Instantiate(platformPrefab, position, Quaternion.identity);
}
}
public Platform FindNearestUnoccupiedPlatform(Vector3 position)
{
if (!IsServer)
{
Debug.LogError("FindNearestUnoccupiedPlatform should only be called on the server.");
return null;
}
return m_Platforms
.Where(platform => !platform.IsOccupied)
.OrderBy(platform => Vector3.Distance(position, platform.transform.position))
.FirstOrDefault();
}
public bool AreAllPlatformsOccupied()
{
return m_Platforms.All(platform => platform.IsOccupied);
}
public bool AssignPlayerToPlatform(ServerCharacter player)
{
if (!IsServer)
{
Debug.LogError("AssignPlayerToPlatform should only be called on the server.");
return false;
}
var platform = m_Platforms.FirstOrDefault(p => !p.IsOccupied);
if (platform != null)
{
platform.Occupy(player);
return true;
}
Debug.LogWarning($"No unoccupied platforms available for {player.name}.");
return false;
}
public Platform GetPlatformOccupiedByPlayer(ServerCharacter player)
{
return m_Platforms.FirstOrDefault(p => p.IsOccupied && p.GetOccupierId() == player.OwnerClientId);
}
public bool IsPlatformOccupied(Platform platform)
{
return platform.IsOccupied;
}
public Vector3 GetPlatformPosition(int platformId)
{
var platform = m_Platforms.FirstOrDefault(p => p.PlatformID == platformId);
return platform ? platform.transform.position : Vector3.zero;
}
public Platform GetPlatformById(int platformId)
{
return m_Platforms.FirstOrDefault(p => p.PlatformID == platformId);
}
}
}