mirror of
https://github.com/Steffo99/keep-everything-alive.git
synced 2024-11-25 10:44:18 +00:00
191 lines
6 KiB
C#
191 lines
6 KiB
C#
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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public bool GameOver {
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get {
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return Lives <= 0;
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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 OnMicrogameCreateHandler(MicrogameController newMicrogame);
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public event OnMicrogameCreateHandler OnMicrogameCreate;
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public delegate void OnMicrogameDestroyHandler(MicrogameController endedMicrogame);
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public event OnMicrogameDestroyHandler OnMicrogameDestroy;
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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(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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}
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if(value != null) {
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currentMicrogame = Instantiate(value.gameObject, transform).GetComponent<MicrogameController>();
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CurrentMicrogame.OnTimeLeftChange += PropagateTimeLeftChange;
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CurrentMicrogame.OnMicrogameEnd += OnMicrogameEnd;
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OnMicrogameCreate?.Invoke(CurrentMicrogame);
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}
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OnMicrogameTimeLeftChange?.Invoke(CurrentMicrogame?.TimeLeft, value?.TimeLeft);
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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 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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}
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Score += 1;
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CurrentMicrogame = null;
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if(!GameOver) {
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if(score % increaseSpeedEvery == 0) {
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Faster();
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}
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StartCoroutine("SpinTheWheel");
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}
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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() {
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Timescale += timescaleIncreaseFactor;
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}
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private MicrogameController displayedMicrogame;
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public delegate void OnDisplayedMicrogameChangeHandler(MicrogameController previous, MicrogameController current);
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public event OnDisplayedMicrogameChangeHandler OnDisplayedMicrogameChange;
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public MicrogameController DisplayedMicrogame {
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get {
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return displayedMicrogame;
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}
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set {
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OnDisplayedMicrogameChange?.Invoke(displayedMicrogame, value);
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displayedMicrogame = value;
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}
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}
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[Header("Wheel Settings")]
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public float wheelSelectionDelay = 0.1f;
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public float wheelSelectionTime = 2f;
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public float wheelDisplayTime = 2f;
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public AudioSource wheelClickAudioSource;
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public AudioSource wheelBoopAudioSource;
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IEnumerator SpinTheWheel() {
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float timePassed = 0f;
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while(timePassed < wheelSelectionTime) {
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DisplayedMicrogame = GetRandomMicrogame();
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wheelClickAudioSource.Play();
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yield return new WaitForSeconds(wheelSelectionDelay);
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timePassed += wheelSelectionDelay;
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}
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DisplayedMicrogame = GetRandomMicrogame();
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wheelBoopAudioSource.Play();
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yield return new WaitForSeconds(wheelDisplayTime);
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CurrentMicrogame = DisplayedMicrogame;
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}
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public MicrogameController GetRandomMicrogame() {
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Debug.Assert(microgames.Count > 0);
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return microgames.PickRandom();
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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 = startingLives;
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Timescale = startingTimescale;
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Difficulty = startingDifficulty;
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Score = startingScore;
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CurrentMicrogame = null;
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// Notify the TimePanel of the starting status
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OnMicrogameTimeLeftChange?.Invoke(null, null);
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StartCoroutine("SpinTheWheel");
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}
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}
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