mirror of
https://github.com/Steffo99/keep-everything-alive.git
synced 2024-11-23 01:44:18 +00:00
133 lines
4 KiB
C#
133 lines
4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameController : MonoBehaviour
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{
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[HideInInspector]
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public new Camera camera;
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[BeforeStart]
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public int startingLives = 4;
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[BeforeStart]
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public int maxLives = 4;
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private int lives;
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public delegate void OnLivesChangeHandler(int previous, int current);
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public event OnLivesChangeHandler OnLivesChange;
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public delegate void OnGameOverHandler(GameController sender);
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public event OnGameOverHandler OnGameOver;
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public int Lives {
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get {
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return lives;
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}
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set {
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OnLivesChange?.Invoke(Lives, value);
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lives = value;
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if(lives <= 0) {
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OnGameOver?.Invoke(this);
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}
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}
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}
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[BeforeStart]
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public float startingTimescale = 1.0f;
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public delegate void OnSpeedChangeHandler(float previous, float current);
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public event OnSpeedChangeHandler OnSpeedChange;
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public float Timescale {
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get {
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return Time.timeScale;
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}
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set {
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OnSpeedChange?.Invoke(Timescale, value);
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Time.timeScale = value;
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}
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}
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[BeforeStart]
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public int startingDifficulty = 1;
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private int difficulty;
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public delegate void OnDifficultyChangeHandler(int previous, int current);
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public event OnDifficultyChangeHandler OnDifficultyChange;
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public int Difficulty {
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get {
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return difficulty;
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}
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set {
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OnDifficultyChange?.Invoke(Difficulty, value);
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difficulty = value;
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}
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}
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[BeforeStart]
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public int startingScore = 0;
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private int score;
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public delegate void OnScoreChangeHandler(int previous, int current);
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public event OnScoreChangeHandler OnScoreChange;
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public int Score {
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get {
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return score;
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}
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set {
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OnScoreChange?.Invoke(Score, value);
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score = value;
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}
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}
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public List<MicrogameController> microgames;
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private MicrogameController currentMicrogame;
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public delegate void OnMicrogameStartHandler(MicrogameController newMicrogame);
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public event OnMicrogameStartHandler OnMicrogameStart;
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public delegate void OnMicrogameEndHandler(MicrogameController endedMicrogame);
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public event OnMicrogameEndHandler OnMicrogameEnd;
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public MicrogameController CurrentMicrogame {
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get {
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return currentMicrogame;
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}
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set {
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if(value == null) {
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OnMicrogameEnd?.Invoke(CurrentMicrogame);
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OnMicrogameTimeLeftChange?.Invoke(CurrentMicrogame.TimeLeft, null);
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CurrentMicrogame.OnTimeLeftChange -= PropagateTimeLeftChange;
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Destroy(CurrentMicrogame.gameObject);
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}
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else {
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currentMicrogame = Instantiate(value.gameObject, transform).GetComponent<MicrogameController>();
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OnMicrogameTimeLeftChange?.Invoke(null, CurrentMicrogame.TimeLeft);
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CurrentMicrogame.OnTimeLeftChange += PropagateTimeLeftChange;
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OnMicrogameStart?.Invoke(CurrentMicrogame);
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}
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}
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}
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public delegate void OnMicrogameTimeLeftChangeHandler(float? previous, float? current);
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public event OnMicrogameTimeLeftChangeHandler OnMicrogameTimeLeftChange;
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private void PropagateTimeLeftChange(float previous, float current) {
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OnMicrogameTimeLeftChange?.Invoke(previous, current);
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}
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private void Awake() {
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camera = Camera.main;
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}
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private void Start() {
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Lives = 4;
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Timescale = 1.0f;
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Difficulty = 1;
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currentMicrogame = null;
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}
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private void CheckMicrogameResults(MicrogameController microgame) {
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Debug.Assert(microgame != null);
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if(microgame.MicrogameResults()) {
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Score += 1;
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}
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else {
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Lives -= 1;
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}
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}
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private MicrogameController GetRandomMicrogame() {
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return microgames.PickRandom();
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}
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}
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