145 lines
5.1 KiB
C#
145 lines
5.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Photon.Pun;
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using UnityEngine;
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public class SnakeController : MonoBehaviourPunCallbacks
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{
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public GameManager gameManager;
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public Vector2 startOffset = new Vector3(-10,-10);
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public float movingInterval = 0.2f;
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public Vector2 curDirection = Vector3.right;
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public List<SnakePiece> snakePieces = new List<SnakePiece>();
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public GameObject snakePiecePrefab;
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public int startingLength = 3;
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public Vector2 fieldSize= new Vector2(160,90);
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float moveTimer;
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public float topEdge => transform.position.y + fieldSize.y /2f;
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public float botEdge => transform.position.y - fieldSize.y /2f;
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public float leftEdge => transform.position.x - fieldSize.x /2f;
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public float rightEdge => transform.position.x + fieldSize.x /2f;
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void Start(){
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snakePieces = new List<SnakePiece>();
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for(int i=0; i < startingLength; i++){
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Vector3 pos = ((Vector2)transform.position - startOffset)-(Vector2.right * i);
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GameObject newPiece = PhotonNetwork.Instantiate(snakePiecePrefab.name,pos, Quaternion.identity );
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snakePieces.Add(newPiece.GetComponent<SnakePiece>());
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}
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}
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bool kickstarted = false;
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void Update()
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{
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CheckHead();
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if(isDead){return;}
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Move();
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ProcessInput();
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if(Input.GetKeyDown(KeyCode.Space)){
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queueNewPiece=true;
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}
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}
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void ProcessInput(){
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if(Input.GetKeyDown(KeyCode.RightArrow)){
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ChangeDir(Vector2.right);
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}else if(Input.GetKeyDown(KeyCode.LeftArrow)){
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ChangeDir(-Vector2.right);
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}else if(Input.GetKeyDown(KeyCode.UpArrow)){
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ChangeDir(Vector2.up);
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}else if(Input.GetKeyDown(KeyCode.DownArrow)){
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ChangeDir(-Vector2.up);
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}
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}
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List<Vector2> moveInputQueue =new List<Vector2>();
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void ChangeDir(Vector2 newDir){
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if(curDirection == -newDir){
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return;
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}
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moveInputQueue.Add(newDir);
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// curDirection = newDir;
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}
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bool queueNewPiece = false;
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void Move(){
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if(moveTimer > 0){
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moveTimer-=Time.deltaTime;
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}else{
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moveTimer = movingInterval;
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if(moveInputQueue.Count >0){
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curDirection = moveInputQueue[0];
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moveInputQueue.RemoveAt(0);
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}
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Vector2 curPosition = snakePieces[0].transform.position;
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Vector2 lastPosition = snakePieces[snakePieces.Count-1].transform.position;
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for(int i=snakePieces.Count-1; i>0; i--){
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Vector3 dir = (snakePieces[i-1].transform.position - snakePieces[i].transform.position).normalized;
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snakePieces[i].direction = dir;
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snakePieces[i].isHead=false;
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snakePieces[i].transform.position = snakePieces[i-1].transform.position;
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snakePieces[i].transform.position = snakePieces[i].transform.position;
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}
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if(queueNewPiece){
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GameObject newPiece = PhotonNetwork.Instantiate(snakePiecePrefab.name,lastPosition, Quaternion.identity );
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snakePieces.Add(newPiece.GetComponent<SnakePiece>());
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queueNewPiece=false;
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}
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snakePieces[0].transform.position = curPosition + curDirection;
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snakePieces[0].direction = curDirection;
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snakePieces[0].isHead=true;
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if(snakePieces[0].transform.position.x > rightEdge){
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snakePieces[0].transform.position= new Vector2(leftEdge,snakePieces[0].transform.position.y);
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}else if(snakePieces[0].transform.position.x <leftEdge){
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snakePieces[0].transform.position= new Vector2(rightEdge,snakePieces[0].transform.position.y);
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}
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if(snakePieces[0].transform.position.y > topEdge){
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snakePieces[0].transform.position = new Vector2(snakePieces[0].transform.position.x, botEdge);
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}else if(snakePieces[0].transform.position.y < botEdge){
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snakePieces[0].transform.position = new Vector2(snakePieces[0].transform.position.x, topEdge);
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}
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}
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}
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bool isDead = false;
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void CheckHead(){
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Collider2D[] obstacles = Physics2D.OverlapCircleAll(snakePieces[0].transform.position, 0.25f);
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foreach(Collider2D obstacle in obstacles){
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if(obstacle.GetComponent<SnakePiece>()!=null){
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if(obstacle.transform == snakePieces[0].transform){
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}else{
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Debug.Log($"Crashed into {obstacle.name}", gameObject);
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isDead = true;
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}
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}
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if(obstacle.GetComponent<Fruit>()!=null){
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queueNewPiece=true;
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gameManager.DestroyFruit(obstacle.transform.position);
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}
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}
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}
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private void OnDrawGizmos() {
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Gizmos.DrawWireCube(transform.position, new Vector3(fieldSize.x,fieldSize.y));
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if(snakePieces.Count > 0){
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Gizmos.DrawWireSphere(snakePieces[0].transform.position, 0.25f);
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}
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}
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}
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