Files
Netick.Unity/Samples~/Bomberman/Scripts/BombermanEventsHandler.cs

164 lines
5.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.Bomberman
{
public class BombermanEventsHandler : NetworkBehaviour
{
public List<BombermanController> AlivePlayers = new(4);
private GameObject _playerPrefab;
private Vector3[] _spawnPositions = new Vector3[4] { new Vector3(11, 9, 0), new Vector3(11, 1, 0), new Vector3(1, 9, 0), new Vector3(1, 1, 0) };
private Queue<Vector3> _freePositions = new(4);
public override void NetworkAwake()
{
Sandbox.Events.OnInput += OnInput;
Sandbox.Events.OnConnectRequest += OnConnectRequest;
Sandbox.Events.OnPlayerJoined += OnPlayerJoined;
Sandbox.Events.OnPlayerLeft += OnPlayerLeft;
_playerPrefab = Sandbox.GetPrefab("Bomberman Player");
Sandbox.InitializePool(Sandbox.GetPrefab("Bomb"), 5);
Sandbox.InitializePool(_playerPrefab, 4);
for (int i = 0; i < 4; i++)
_freePositions.Enqueue(_spawnPositions[i]);
}
public override void NetworkStart()
{
if (IsServer)
RestartGame();
}
public void OnConnectRequest(NetworkSandbox sandbox, NetworkConnectionRequest request)
{
if (Sandbox.Players.Count >= 4)
request.Refuse();
}
// This is called when a player has has joined the game.
public void OnPlayerJoined(NetworkSandbox sandbox, NetworkPlayerId player)
{
if (IsClient)
return;
var playerObj = sandbox.NetworkInstantiate(_playerPrefab, _spawnPositions[Sandbox.Players.Count], Quaternion.identity, player).GetComponent<BombermanController>();
sandbox.SetPlayerObject(player, playerObj.Object);
AlivePlayers.Add(playerObj);
}
// This is called when a player has has left the game.
public void OnPlayerLeft(NetworkSandbox sandbox, NetworkPlayerId player)
{
if (IsClient)
return;
var playerObj = sandbox.GetPlayerObject<BombermanController>(player);
_freePositions.Enqueue(playerObj.SpawnPos);
}
// This is called to read inputs.
public void OnInput(NetworkSandbox sandbox)
{
var input = sandbox.GetInput<BombermanInput>();
input.Movement = GetMovementDir();
input.PlantBomb |= Input.GetKeyDown(KeyCode.Space);
sandbox.SetInput(input);
}
public void RestartGame()
{
// destroy level.
foreach (var block in Sandbox.FindObjectsOfType<Block>())
Sandbox.Destroy(block.Object);
foreach (var bomb in Sandbox.FindObjectsOfType<Bomb>())
Sandbox.Destroy(bomb.Object);
// create new level.
var blockPrefab = Sandbox.GetPrefab("DestroyableBlock");
var powerUpPrefab = Sandbox.GetPrefab("Power Up");
var numberOfBoosters = Random.Range(2, 4 + 1);
var takenPositions = new List<Vector3>();
var maxX = 11;
var maxY = 9;
for (int x = 1; x <= maxX; x++)
{
for (int y = 1; y <= maxY; y++)
{
var spawn = Random.value > 0.5f;
var pos = new Vector3(x, y);
if (spawn && IsValidPos(pos))
{
Sandbox.NetworkInstantiate(blockPrefab, pos, Quaternion.identity);
takenPositions.Add(pos);
}
}
}
while (numberOfBoosters > 0)
{
var randomPos = new Vector3(Random.Range(1, 11 + 1), Random.Range(1, 9 + 1), 0);
var type = (Random.value > 0.5f) ? PowerUpType.Speed : PowerUpType.IncreaseBombs;
if (!takenPositions.Contains(randomPos) && IsValidPos(randomPos))
{
var booster = Sandbox.NetworkInstantiate(powerUpPrefab, randomPos, Quaternion.identity).GetComponent<PowerUp>();
booster.Type = type;
numberOfBoosters--;
}
}
// reset players.
foreach (var player in Sandbox.Players)
Sandbox.GetPlayerObject<BombermanController>(player).Respawn();
}
private bool IsValidPos(Vector3 pos)
{
// if the pos is the position of a static block, we ignore it.
if ((pos.x >= 2 && pos.x <= 10) && (pos.y >= 2 && pos.y <= 8))
if (pos.x % 2 == 0 && pos.y % 2 == 0)
return false;
// if the pos is near the position of the spawn locations of the players, we ignore it.
foreach (var loc in _spawnPositions)
{
if (pos == loc) return false;
if (pos == loc + Vector3.up || pos == loc + Vector3.down) return false;
if (pos == loc + Vector3.left || pos == loc + Vector3.right) return false;
}
return true;
}
public void KillPlayer(BombermanController bomber)
{
AlivePlayers.Remove(bomber);
if (AlivePlayers.Count == 1)
{
AlivePlayers[0].Score++;
RestartGame();
}
else if (AlivePlayers.Count < 1)
RestartGame();
}
public void RespawnPlayer(BombermanController bomber)
{
if (!AlivePlayers.Contains(bomber))
AlivePlayers.Add(bomber);
}
private Vector2 GetMovementDir()
{
if (Input.GetKey(KeyCode.W)) return Vector2.up;
else if (Input.GetKey(KeyCode.D)) return Vector2.right;
else if (Input.GetKey(KeyCode.S)) return Vector2.down;
else if (Input.GetKey(KeyCode.A)) return Vector2.left;
else return Vector2.zero;
}
}
}