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218
Assets/Scripts/GameManager.cs
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218
Assets/Scripts/GameManager.cs
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using System;
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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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using UnityEngine.EventSystems;
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using TMPro;
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public class GameManager : MonoBehaviour
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{
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public static Action<Puck> OnSelectedPuckChanged;
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public static Action<Team> OnTeamChanged;
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public static bool isMoving{
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get{
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return instance.IsMoving();
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}
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}
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public bool m_isMoving =false;
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public static Team SelectedTeam = Team.Red;
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public static bool NoPuckSelected {
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get{
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return instance.selectedPuck == null;
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}
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}
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public EventTrigger gameInputPanel;
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public Rigidbody2D ball;
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public float puckForce = 1f;
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public float ballMoveTime = 3f;
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public float puckDragClamp = 5f;
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public int redScore,blueScore=0;
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[Header("UI")]
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public TMP_Text redScoreText;
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public TMP_Text blueScoreText;
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[Header("Misc")]
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public List<Puck> pucks = new List<Puck>();
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public static GameManager instance;
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void Awake()
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{
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instance = this;
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}
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void Start()
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{
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EventTrigger.Entry entry = new EventTrigger.Entry();
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entry.eventID = EventTriggerType.PointerDown;
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entry.callback.AddListener(OnPointerDown);
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gameInputPanel.triggers.Add(entry);
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entry = new EventTrigger.Entry();
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entry.eventID = EventTriggerType.PointerUp;
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entry.callback.AddListener(OnPointerUp);
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gameInputPanel.triggers.Add(entry);
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entry = new EventTrigger.Entry();
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entry.eventID = EventTriggerType.Drag;
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entry.callback.AddListener(OnDrag);
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gameInputPanel.triggers.Add(entry);
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OnSelectedPuckChanged?.Invoke(null);
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}
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public void RegisterPuck(Puck puck){
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pucks.Add(puck);
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}
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public void DisposePuck(Puck puck){
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pucks.Remove(puck);
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}
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public Vector2 startPosition;
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public Vector2 curPosition;
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Puck selectedPuck;
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void OnPointerDown(BaseEventData eventData)
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{
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if(IsMoving()){return;} //Do not do anything if shits moving
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PointerEventData pointerEventData = eventData as PointerEventData;
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startPosition = pointerEventData.position;
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curPosition = startPosition;
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// Convert screen position to world position
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Vector3 worldPosition = Camera.main.ScreenToWorldPoint(new Vector3(pointerEventData.position.x, pointerEventData.position.y, Camera.main.nearClipPlane));
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// Find all pucks in the scene
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Puck[] pucks = FindObjectsOfType<Puck>();
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float minDistance = float.MaxValue;
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Puck closestPuck = null;
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foreach (Puck puck in pucks)
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{
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if(puck.team != SelectedTeam){continue;}
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float dist = Vector2.Distance(worldPosition, puck.transform.position);
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if (dist < minDistance)
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{
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minDistance = dist;
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closestPuck = puck;
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}
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}
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selectedPuck = closestPuck;
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OnSelectedPuckChanged?.Invoke(selectedPuck);
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}
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Coroutine coroutinePostLaunch;
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void OnPointerUp(BaseEventData eventData)
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{
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Debug.Log("Pointer up");
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PointerEventData pointerEventData = eventData as PointerEventData;
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Vector2 endPosition = pointerEventData.position;
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Vector2 direction = endPosition - startPosition;
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if(coroutinePostLaunch != null){
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StopCoroutine(coroutinePostLaunch);
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}
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coroutinePostLaunch = StartCoroutine(CoroutinePostLaunch());
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selectedPuck.GetComponent<Rigidbody2D>().AddForce(-direction * puckForce * Time.deltaTime, ForceMode2D.Impulse);
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startPosition = Vector2.zero;
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selectedPuck = null;
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OnSelectedPuckChanged?.Invoke(null);
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SelectedTeam = SelectedTeam == Team.Red ? Team.Blue : Team.Red;
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OnTeamChanged?.Invoke(SelectedTeam);
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}
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void OnDrag(BaseEventData eventData)
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{
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PointerEventData pointerEventData = eventData as PointerEventData;
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curPosition = pointerEventData.position;
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}
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IEnumerator CoroutinePostLaunch(){
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float t = 0;
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while ( t < 1){
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t += Time.deltaTime / ballMoveTime;
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ball.linearDamping = Mathf.Lerp(0, 10, t);
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yield return null;
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}
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}
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bool IsMoving(){
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if(freezeInput){return true;}
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float minMagnitude = 0.01f;
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foreach(Puck puck in pucks){
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if(puck.rb.linearVelocity.magnitude > minMagnitude){
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return true;
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}
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}
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if(ball.linearVelocity.magnitude > minMagnitude){
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return true;
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}
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return false;
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}
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void Update()
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{
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m_isMoving=IsMoving();
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}
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public void OnGoal(Team team){
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freezeInput=true;
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if(team == SelectedTeam){
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blueScore++;
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blueScoreText.text = blueScore.ToString();
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}else{
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redScore++;
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redScoreText.text = redScore.ToString();
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}
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StartCoroutine(CoroutineOnGoal(team));
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}
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bool freezeInput = false;
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IEnumerator CoroutineOnGoal(Team team){
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if(coroutinePostLaunch!=null){
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StopCoroutine(coroutinePostLaunch);
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}
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float t=0;
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while(t < 1){
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t +=Time.deltaTime * 2f;
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ball.linearDamping = Mathf.Lerp(0, 100, t);
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yield return null;
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}
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yield return new WaitForSeconds(2f);
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Reset();
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}
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public void Reset()
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{
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StartCoroutine(CoroutineReset());
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}
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IEnumerator CoroutineReset(){
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float resetDuration = 0.5f;
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foreach(Puck puck in pucks){
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puck.Reset(resetDuration);
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}
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ball.GetComponent<Ball>().Reset(resetDuration);
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yield return new WaitForSeconds(resetDuration);
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freezeInput=false;
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}
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}
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