Run-and-capture/Assets/PlayerDeathController.cs

189 lines
5.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerDeathController : MonoBehaviour
{
public static List<PlayerState> players = new List<PlayerState>();
public GameObject deathParticles, resParticles;
public float resurrectTime = 7f;
private List<PlayerState> alivePlayers = new List<PlayerState>();
private List<PlayerState> deadPlayers = new List<PlayerState>();
private List<float> lastDeadTime = new List<float>();
private float updateTime = 1f;
private int spawnSafezone = 1;
public static Action<PlayerState> OnPlayerDeath;
private void Awake()
{
var tmpPlayers = FindObjectsOfType<PlayerState>();
foreach (var player in tmpPlayers)
{
players.Add(player);
}
TileManagment.players = players;
}
private void Start()
{
foreach (var player in players)
{
alivePlayers.Add(player);
lastDeadTime.Add(0f);
}
TileManagment.OnAnyTileCaptured += CheckPlayersDeath;
InvokeRepeating("CheckIfNeedRessurection", 1f, updateTime);
}
private void CheckPlayersDeath()
{
List<PlayerState> thisIterationDeadPlayers = new List<PlayerState>();
foreach (var player in alivePlayers)
{
var playerTile = TileManagment.GetTile(player.transform.position);
var adjacentTiles = TileManagment.GetAllAdjacentTiles(playerTile);
if (playerTile.tileOwnerIndex != player.ownerIndex)
{
int otherTileCounter = 0;
int tileCounter = 0;
foreach (var tile in adjacentTiles)
{
if (tile)
{
tileCounter++;
if (tile.tileOwnerIndex != player.ownerIndex || !tile.canMove)
{
otherTileCounter++;
}
}
}
if (otherTileCounter >= adjacentTiles.Count)
{
thisIterationDeadPlayers.Add(player);
}
}
}
foreach (var player in thisIterationDeadPlayers)
{
MakeDead(player);
}
}
private void MakeDead(PlayerState player)
{
int playerIndex = players.IndexOf(player);
lastDeadTime[playerIndex] = Time.time;
alivePlayers.Remove(player);
deadPlayers.Add(player);
OnPlayerDeath.Invoke(player);
PlayerDeadActions(player);
}
private void CheckIfNeedRessurection()
{
List<PlayerState> needResPlayers = new List<PlayerState>();
foreach (var player in deadPlayers)
{
int playerIndex = players.IndexOf(player);
if (Time.time > resurrectTime + lastDeadTime[playerIndex])
{
needResPlayers.Add(player);
}
}
foreach (var player in needResPlayers)
{
ResPlayer(player);
}
}
private void ResPlayer(PlayerState player)
{
alivePlayers.Add(player);
deadPlayers.Remove(player);
PlayerResActions(player);
//player.gameObject.SetActive(true);
}
private void PlayerDeadActions(PlayerState player)
{
if (deathParticles)
{
Instantiate(deathParticles, player.transform.position, deathParticles.transform.rotation);
}
player.SetNewState(ActionType.Attack, CharacterState.Dead);
List<TileInfo> playerTiles = TileManagment.charTiles[(int)player.ownerIndex];
TileInfo currentTile = TileManagment.GetTile(player.transform.position);
currentTile.canMove = true;
foreach (TileInfo tile in playerTiles)
{
foreach (var enemy in player.enemies)
{
tile.easyCaptureFor.Add(enemy.ownerIndex);
}
}
player.gameObject.SetActive(false);
Debug.Log("player " + player.name + " dead");
}
private void PlayerResActions(PlayerState player)
{
List<TileInfo> playerTiles = TileManagment.charTiles[(int)player.ownerIndex];
foreach (TileInfo tile in playerTiles)
{
tile.easyCaptureFor.Clear();
}
player.transform.position = GetAvailableResPos(player, playerTiles);
TileInfo currentTile = TileManagment.GetTile(player.transform.position);
currentTile.canMove = false;
player.gameObject.SetActive(true);
player.SetStartParams();
Debug.Log("player " + player.name + " res");
if (resParticles)
{
Instantiate(resParticles, player.transform.position, deathParticles.transform.rotation);
}
}
private Vector3 GetAvailableResPos(PlayerState player, List<TileInfo> playerTiles)
{
foreach (TileInfo tile in playerTiles)
{
if (tile.canMove && tile.tileOwnerIndex == player.ownerIndex)
{
var myNeighbourTiles = TileManagment.GetAllAdjacentTiles(tile, player.ownerIndex);
if (myNeighbourTiles.Count >= spawnSafezone)
{
return tile.tilePosition;
}
}
}
Debug.Log("nowhere to spawn");
return Vector3.zero;
}
public void OnKillBtnClick(int playerIndex)
{
PlayerState player = players[playerIndex];
MakeDead(player);
}
}