This can be seen as the initial state of the project after the released demo.
The changes include:
- New ship models
- Singleton manager structure to keep project scaleable in the future
- Managing players, their settings, character choices, statistics, match setups, controls etc. in a separate decoupled scene
- Main menu with transitions to the arena scene
- Beginnings of a custom audio solution
- Logging with Log4Net
It is really a complete overhaul of the projects structure and management.
96 lines
2.4 KiB
C#
96 lines
2.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.InteropServices.WindowsRuntime;
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using System.Xml.Serialization;
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using log4net;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Managers
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{
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/// <summary>
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/// Handles setting up and managing all local players.
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/// </summary>
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public class PlayerManager : MonoBehaviour
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{
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private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// Globally accessible member to use manager with.
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/// </summary>
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public static PlayerManager G { get; private set; }
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/// <summary>
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/// The player which has started/owns the game.
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/// May be identified at the start of the game and not
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/// to be changed.
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/// </summary>
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public Player playerOne { get; private set; }
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/// <summary>
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/// List of the players currently playing the game.
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/// </summary>
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public List<Player> localPlayers { get; private set; } = new List<Player>();
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private PlayerInputManager pim;
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[SerializeReference]
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private CameraOperator cameraOperator;
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void Awake()
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{
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G = this;
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Log.Info("Awake");
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}
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void Start()
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{
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playerOne = CreateLocalPlayer(1);
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}
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/// <summary>
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/// Create the minimum number of players for the match and
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/// add them to the player list.
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/// </summary>
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/// <param name="minPlayers">Minimum number of players</param>
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public void LocalMatchJoinPlayers(int minPlayers)
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{
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if (localPlayers.Count < minPlayers)
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{
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for (int i = localPlayers.Count; i < minPlayers; ++i)
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{
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CreateLocalPlayer(i + 1);
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}
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}
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}
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/// <summary>
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/// Creates a new player for this local session.
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/// </summary>
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/// <param name="id">Number of the player</param>
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/// <returns>The created player or null if the number was already choosen.</returns>
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private Player CreateLocalPlayer(int id)
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{
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if (localPlayers.Any(p => p.playerNumber == id))
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{
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Log.Warn($"The local player with the number: {id}, already exists!");
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return null;
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}
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Player player = ScriptableObject.CreateInstance<Player>();
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player.playerNumber = id;
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player.playerName = $"Player {id}";
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localPlayers.Add(player);
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Log.Debug($"Added player number {id}. GUID: {player.PlayerID}");
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return player;
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}
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public void OnPlayerJoined(PlayerInput pi)
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{
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cameraOperator.AddPlayer(pi.gameObject);
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}
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}
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} |