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keep-everything-alive/Assets/Scripts/Core/GameController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using UnityEngine.SceneManagement;
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public class GameController : MonoBehaviour
{
[HideInInspector]
public new Camera camera;
[BeforeStart]
public int startingLives = 4;
[BeforeStart]
public int maxLives = 4;
private int lives;
public delegate void OnLivesChangeHandler(int previous, int current);
public event OnLivesChangeHandler OnLivesChange;
public delegate void OnGameOverHandler(GameController sender);
public event OnGameOverHandler OnGameOver;
public int Lives {
get {
return lives;
}
set {
OnLivesChange?.Invoke(Lives, value);
lives = value;
if(lives <= 0) {
OnGameOver?.Invoke(this);
}
}
}
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public bool GameOver {
get {
return Lives <= 0;
}
}
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[BeforeStart]
public float startingTimescale = 1.0f;
public delegate void OnSpeedChangeHandler(float previous, float current);
public event OnSpeedChangeHandler OnSpeedChange;
public float Timescale {
get {
return Time.timeScale;
}
set {
OnSpeedChange?.Invoke(Timescale, value);
Time.timeScale = value;
}
}
[BeforeStart]
public int startingScore = 0;
private int score;
public delegate void OnScoreChangeHandler(int previous, int current);
public event OnScoreChangeHandler OnScoreChange;
public int Score {
get {
return score;
}
set {
OnScoreChange?.Invoke(Score, value);
score = value;
}
}
public List<MicrogameController> microgames;
private MicrogameController currentMicrogame;
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public delegate void OnMicrogameCreateHandler(MicrogameController newMicrogame);
public event OnMicrogameCreateHandler OnMicrogameCreate;
public delegate void OnMicrogameDestroyHandler(MicrogameController endedMicrogame);
public event OnMicrogameDestroyHandler OnMicrogameDestroy;
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public MicrogameController CurrentMicrogame {
get {
return currentMicrogame;
}
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set {
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if(CurrentMicrogame != null) {
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OnMicrogameDestroy?.Invoke(CurrentMicrogame);
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CurrentMicrogame.OnTimeLeftChange -= PropagateTimeLeftChange;
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CurrentMicrogame.OnMicrogameEnd -= OnMicrogameEnd;
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Destroy(CurrentMicrogame.gameObject);
}
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if(value != null) {
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currentMicrogame = Instantiate(value.gameObject, transform).GetComponent<MicrogameController>();
CurrentMicrogame.OnTimeLeftChange += PropagateTimeLeftChange;
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CurrentMicrogame.OnMicrogameEnd += OnMicrogameEnd;
OnMicrogameCreate?.Invoke(CurrentMicrogame);
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}
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OnMicrogameTimeLeftChange?.Invoke(CurrentMicrogame?.TimeLeft, value?.TimeLeft);
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}
}
public delegate void OnMicrogameTimeLeftChangeHandler(float? previous, float? current);
public event OnMicrogameTimeLeftChangeHandler OnMicrogameTimeLeftChange;
private void PropagateTimeLeftChange(float previous, float current) {
OnMicrogameTimeLeftChange?.Invoke(previous, current);
}
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private void OnMicrogameEnd(MicrogameController microgame, bool victory) {
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Debug.Assert(microgame != null);
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if(!victory) {
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Lives -= 1;
}
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Score += 1;
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CurrentMicrogame = null;
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if(!GameOver) {
if(score % increaseSpeedEvery == 0) {
Faster();
}
StartCoroutine("SpinTheWheel");
}
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}
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public float timescaleIncreaseFactor = 0.05f;
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public float increaseSpeedEvery = 5;
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private void Faster() {
Timescale += timescaleIncreaseFactor;
}
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private MicrogameController displayedMicrogame;
public delegate void OnDisplayedMicrogameChangeHandler(MicrogameController previous, MicrogameController current);
public event OnDisplayedMicrogameChangeHandler OnDisplayedMicrogameChange;
public MicrogameController DisplayedMicrogame {
get {
return displayedMicrogame;
}
set {
OnDisplayedMicrogameChange?.Invoke(displayedMicrogame, value);
displayedMicrogame = value;
}
}
[Header("Wheel Settings")]
public float wheelSelectionDelay = 0.1f;
public float wheelSelectionTime = 2f;
public float wheelDisplayTime = 2f;
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public AudioSource wheelClickAudioSource;
public AudioSource wheelBoopAudioSource;
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IEnumerator SpinTheWheel() {
float timePassed = 0f;
while(timePassed < wheelSelectionTime) {
DisplayedMicrogame = GetRandomMicrogame();
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wheelClickAudioSource.Play();
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yield return new WaitForSeconds(wheelSelectionDelay);
timePassed += wheelSelectionDelay;
}
DisplayedMicrogame = GetRandomMicrogame();
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wheelBoopAudioSource.Play();
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yield return new WaitForSeconds(wheelDisplayTime);
CurrentMicrogame = DisplayedMicrogame;
}
public MicrogameController GetRandomMicrogame() {
Debug.Assert(microgames.Count > 0);
return microgames.PickRandom();
}
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private void Awake() {
camera = Camera.main;
}
private void Start() {
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Lives = startingLives;
Timescale = startingTimescale;
Score = startingScore;
CurrentMicrogame = null;
// Notify the TimePanel of the starting status
OnMicrogameTimeLeftChange?.Invoke(null, null);
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StartCoroutine("SpinTheWheel");
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}
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private void Update() {
if(GameOver) {
if(Input.anyKeyDown) {
SceneManager.LoadScene("Default");
}
}
}
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}