snakes_mp/Assets/Scripts/SnakeController.cs
2025-05-23 13:19:29 +05:30

226 lines
7.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Photon.Pun;
using UnityEngine;
using UnityEngine.UIElements;
public class SnakeController : MonoBehaviourPunCallbacks
{
public GameManager gameManager;
public Vector2 startOffset = new Vector3(-10,-10);
public float movingInterval = 0.2f;
public Vector2 curDirection = Vector3.right;
public List<SnakePiece> snakePieces = new List<SnakePiece>();
public List<BendData> bends = new List<BendData>();
public GameObject snakePiecePrefab;
public int startingLength = 3;
public Vector2 fieldSize= new Vector2(160,90);
float moveTimer;
public float topEdge => transform.position.y + fieldSize.y /2f;
public float botEdge => transform.position.y - fieldSize.y /2f;
public float leftEdge => transform.position.x - fieldSize.x /2f;
public float rightEdge => transform.position.x + fieldSize.x /2f;
void Start(){
snakePieces = new List<SnakePiece>();
for(int i=0; i < startingLength; i++){
Vector3 pos = ((Vector2)transform.position - startOffset)-(Vector2.right * i);
GameObject newPiece = PhotonNetwork.Instantiate(snakePiecePrefab.name,pos, Quaternion.identity );
snakePieces.Add(newPiece.GetComponent<SnakePiece>());
}
ButtonSet.OnUp +=OnUp;
ButtonSet.OnDown +=OnDown;
ButtonSet.OnLeft +=OnLeft;
ButtonSet.OnRight+=OnRight;
}
private void OnDestroy() {
ButtonSet.OnUp -=OnUp;
ButtonSet.OnDown -=OnDown;
ButtonSet.OnLeft -=OnLeft;
ButtonSet.OnRight-=OnRight;
}
bool kickstarted = false;
void Update()
{
if(gameManager.gameOver){return;}
CheckHead();
if(isDead){return;}
Move();
ProcessInput();
}
void ProcessInput(){
if(Input.GetKeyDown(KeyCode.RightArrow)){
OnRight();
}else if(Input.GetKeyDown(KeyCode.LeftArrow)){
OnLeft();
}else if(Input.GetKeyDown(KeyCode.UpArrow)){
OnUp();
}else if(Input.GetKeyDown(KeyCode.DownArrow)){
OnDown();
}
}
void OnRight(){
ChangeDir(Vector2.right);
}
void OnLeft(){
ChangeDir(-Vector2.right);
}
void OnUp(){
ChangeDir(Vector2.up);
}
void OnDown(){
ChangeDir(-Vector2.up);
}
public int Score;
public void AddScore(int amount = 1){
Score+=amount;
if(PhotonNetwork.LocalPlayer.CustomProperties.ContainsKey("score")){
PhotonNetwork.LocalPlayer.CustomProperties["score"]=Score;
}else{
PhotonNetwork.LocalPlayer.CustomProperties.Add("score",Score);
}
PhotonNetwork.LocalPlayer.SetCustomProperties(PhotonNetwork.LocalPlayer.CustomProperties);
SFXManager.instance.PlayCrunch();
}
List<Vector2> moveInputQueue =new List<Vector2>();
void ChangeDir(Vector2 newDir){
if(curDirection == -newDir){
return;
}
moveInputQueue.Add(newDir);
SFXManager.instance.PlayTurn();
}
bool queueNewPiece = false;
void Move(){
if(moveTimer > 0){
moveTimer-=Time.deltaTime;
}else{
moveTimer = movingInterval;
if(moveInputQueue.Count >0){
Vector2 dir = Vector2.zero;
if(curDirection.x != 0){
dir = new Vector2(-curDirection.x, moveInputQueue[0].y);
}else{
dir = new Vector2(moveInputQueue[0].x, -curDirection.y);
}
curDirection = moveInputQueue[0];
moveInputQueue.RemoveAt(0);
bends.Add(new BendData(){
position = snakePieces[0].transform.position,
direction = dir
});
}
Vector2 curPosition = snakePieces[0].transform.position;
Vector2 lastPosition = snakePieces[snakePieces.Count-1].transform.position;
for(int i=snakePieces.Count-1; i>0; i--){
Vector3 dir = (snakePieces[i-1].transform.position - snakePieces[i].transform.position).normalized;
snakePieces[i].direction = dir;
snakePieces[i].isHead=false;
snakePieces[i].transform.position = snakePieces[i-1].transform.position;
snakePieces[i].transform.position = snakePieces[i].transform.position;
BendData bendToRemove = null;
foreach(BendData bend in bends){
if(bend.position == snakePieces[i].transform.position){
snakePieces[i].direction = bend.direction;
if(i == snakePieces.Count-1){
bendToRemove = bend;
}
break;
}
}
if(bendToRemove!=null){
bends.Remove(bendToRemove);
}
}
if(queueNewPiece){
GameObject newPiece = PhotonNetwork.Instantiate(snakePiecePrefab.name,lastPosition, Quaternion.identity );
snakePieces.Add(newPiece.GetComponent<SnakePiece>());
SFXManager.instance.PlayCrunch();
AddScore();
queueNewPiece=false;
}
snakePieces[0].transform.position = curPosition + curDirection;
snakePieces[0].direction = curDirection;
snakePieces[0].isHead=true;
if(snakePieces[0].transform.position.x > rightEdge){
snakePieces[0].transform.position= new Vector2(leftEdge,snakePieces[0].transform.position.y);
}else if(snakePieces[0].transform.position.x <leftEdge){
snakePieces[0].transform.position= new Vector2(rightEdge,snakePieces[0].transform.position.y);
}
if(snakePieces[0].transform.position.y > topEdge){
snakePieces[0].transform.position = new Vector2(snakePieces[0].transform.position.x, botEdge);
}else if(snakePieces[0].transform.position.y < botEdge){
snakePieces[0].transform.position = new Vector2(snakePieces[0].transform.position.x, topEdge);
}
}
}
bool isDead = false;
void CheckHead(){
Collider2D[] obstacles = Physics2D.OverlapCircleAll(snakePieces[0].transform.position, 0.25f);
foreach(Collider2D obstacle in obstacles){
if(obstacle.GetComponent<SnakePiece>()!=null){
if(obstacle.transform == snakePieces[0].transform){
}else{
Debug.Log($"Crashed into {obstacle.name}", gameObject);
isDead = true;
gameManager.OnGameOver();
SFXManager.instance.PlayDeath();
}
}
if(obstacle.GetComponent<Fruit>()!=null){
queueNewPiece=true;
gameManager.DestroyFruit(obstacle.transform.position);
gameObject.SetActive(false);
}
}
}
private void OnDrawGizmos() {
Gizmos.DrawWireCube(transform.position, new Vector3(fieldSize.x,fieldSize.y));
if(snakePieces.Count > 0){
Gizmos.DrawWireSphere(snakePieces[0].transform.position, 0.25f);
}
}
}
[System.Serializable]
public class BendData{
public Vector3 position;
public Vector2 direction;
}