211 lines
6.4 KiB
C#
Executable file
211 lines
6.4 KiB
C#
Executable file
using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using UnityEngine.SceneManagement;
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using System.Collections.Generic;
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public class GameManager : MonoBehaviour
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{
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public bool difficultySelectionPhase = true;
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public bool spawningPhase = false;
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public bool combatPhase = false;
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public bool endOfGamePhase = false;
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public bool foundWinner = false;
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public bool playerWon;
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[SerializeField] public int currentLevel;
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[SerializeField] public int difficulty;
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[SerializeField] public ArmyManager armyManager;
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[SerializeField] public UnlockedLevelsManager unlockedLevelsManager;
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[SerializeField] public int baseCoins;
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[SerializeField] public int currentCoins;
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[SerializeField] private GameObject coinDisplay;
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private TextMeshProUGUI coinDisplayMesh;
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[SerializeField] public GameObject healthCanvas;
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[SerializeField] public GameObject wonCanvas;
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[SerializeField] public GameObject lostCanvas;
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[SerializeField] private GameObject coinDisplayCanvas;
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[SerializeField] private GameObject difficultySelectionCanvas;
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[SerializeField] private GameObject troopSelectionCanvas;
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[SerializeField] private RawImage highScoreImage;
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[SerializeField] private RawImage winHighScoreImage;
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[SerializeField] private RawImage loseHighScoreImage;
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[SerializeField] private Texture bronzeSprite;
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[SerializeField] private Texture silverSprite;
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[SerializeField] private Texture goldSprite;
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[SerializeField] private Texture notBeatenSprite;
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[SerializeField] public List<string> levels;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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wonCanvas.SetActive(false);
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lostCanvas.SetActive(false);
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coinDisplayCanvas.SetActive(false);
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troopSelectionCanvas.SetActive(false);
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coinDisplayMesh = coinDisplay.GetComponent<TextMeshProUGUI>();
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int highScore = unlockedLevelsManager.getLevelStatus(currentLevel);
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switch (highScore)
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{
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case 0:
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highScoreImage.texture = notBeatenSprite;
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break;
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case 1:
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highScoreImage.texture = notBeatenSprite;
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break;
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case 2:
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highScoreImage.texture = bronzeSprite;
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break;
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case 3:
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highScoreImage.texture = silverSprite;
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break;
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case 4:
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highScoreImage.texture = goldSprite;
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break;
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}
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}
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// Update is called once per frame
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void Update()
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{
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coinDisplayMesh.text = currentCoins.ToString();
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/*
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if (Input.GetKeyDown(KeyCode.Return))
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{
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if (spawningPhase)
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{
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startFight();
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}
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}
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*/
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}
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public void startFight()
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{
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troopSelectionCanvas.SetActive(false);
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spawningPhase = false;
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combatPhase = true;
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if (armyManager.getArmy(true).Count == 0)
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{
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foundWinner = true;
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playerWon = true;
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} else if (armyManager.getArmy(false).Count == 0)
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{
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foundWinner = true;
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playerWon = false;
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} else {
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if (!armyManager.getCrownDuck(true))
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{
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armyManager.getArmy(true)[0].GetComponent<BaseDuckScript>().becomeCrownDuck();
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}
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if (!armyManager.getCrownDuck(false))
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{
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armyManager.getArmy(false)[0].GetComponent<BaseDuckScript>().becomeCrownDuck();
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}
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}
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}
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public void endOfLevel(bool thePlayerWon)
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{
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combatPhase = false;
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endOfGamePhase = true;
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foundWinner = true;
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playerWon = thePlayerWon;
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coinDisplayCanvas.SetActive(false);
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healthCanvas.SetActive(false);
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if (playerWon)
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{
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unlockedLevelsManager.beatCurrentLevel(currentLevel, difficulty);
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wonCanvas.SetActive(true);
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int highScore = unlockedLevelsManager.getLevelStatus(currentLevel);
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switch (highScore)
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{
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case 0:
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winHighScoreImage.texture = notBeatenSprite;
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break;
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case 1:
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winHighScoreImage.texture = notBeatenSprite;
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break;
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case 2:
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winHighScoreImage.texture = bronzeSprite;
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break;
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case 3:
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winHighScoreImage.texture = silverSprite;
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break;
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case 4:
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winHighScoreImage.texture = goldSprite;
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break;
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}
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}
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else
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{
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lostCanvas.SetActive(true);
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int highScore = unlockedLevelsManager.getLevelStatus(currentLevel);
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switch (highScore)
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{
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case 0:
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loseHighScoreImage.texture = notBeatenSprite;
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break;
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case 1:
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loseHighScoreImage.texture = notBeatenSprite;
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break;
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case 2:
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loseHighScoreImage.texture = bronzeSprite;
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break;
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case 3:
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loseHighScoreImage.texture = silverSprite;
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break;
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case 4:
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loseHighScoreImage.texture = goldSprite;
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break;
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}
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}
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}
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public bool spendCoins(int amount)
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{
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if (currentCoins >= amount)
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{
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currentCoins -= amount;
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return true;
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}
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return false;
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}
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public void refundCoins(int amount)
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{
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currentCoins += amount;
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}
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public void SelectDifficulty(int selectedDifficulty)
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{
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difficultySelectionPhase = false;
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spawningPhase = true;
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difficulty = selectedDifficulty;
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coinDisplayCanvas.SetActive(true);
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troopSelectionCanvas.SetActive(true);
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difficultySelectionCanvas.SetActive(false);
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currentCoins = (int)(baseCoins * (difficulty == 1 ? 1.2f : (difficulty == 3 ? 0.8f : 1f)));
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}
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public void backToMainMenu()
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{
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SceneManager.LoadScene(0);
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}
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public void goToNextLevel()
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{
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SceneManager.LoadScene(levels[currentLevel]);
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}
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public void replayLevel()
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{
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SceneManager.LoadScene(levels[currentLevel-1]);
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}
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}
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