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GameDevWeek
S
Sommersemester 2019
Unity
Touch me if you can
Commits
97452fe6
Commit
97452fe6
authored
Sep 21, 2019
by
Jonas
Browse files
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Plain Diff
Score Calculation
parent
17f8d808
Changes
3
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Showing
3 changed files
with
110 additions
and
15 deletions
+110
-15
Assets/_Game/Scripts/GameManager/GameData.cs
Assets/_Game/Scripts/GameManager/GameData.cs
+8
-1
Assets/_Game/Scripts/GameManager/GameHandler.cs
Assets/_Game/Scripts/GameManager/GameHandler.cs
+100
-12
Assets/_Game/Scripts/UI/CharacterCustomization.cs
Assets/_Game/Scripts/UI/CharacterCustomization.cs
+2
-2
No files found.
Assets/_Game/Scripts/GameManager/GameData.cs
View file @
97452fe6
...
...
@@ -14,12 +14,19 @@ namespace _Game.Scripts.GameManager {
public
Color
color
;
public
bool
isWinner
;
public
void
Reset
(
string
name
,
Color
color
)
{
public
void
Reset
(
string
name
,
Color
color
,
Role
initRole
)
{
this
.
name
=
name
;
score
=
0f
;
scoreLastRound
=
0f
;
this
.
color
=
color
;
isWinner
=
false
;
role
=
initRole
;
Debug
.
Log
(
"Player Reset aufgerufen"
);
}
public
void
UpdateScore
(
float
scoreNew
)
{
this
.
score
+=
scoreNew
;
}
}
...
...
Assets/_Game/Scripts/GameManager/GameHandler.cs
View file @
97452fe6
...
...
@@ -5,29 +5,35 @@ using UnityEngine;
using
UnityEngine.InputSystem.Interactions
;
using
UnityEngine.SceneManagement
;
namespace
_Game.Scripts.GameManager
{
public
class
GameHandler
:
SingletonMonobehaviour
<
GameHandler
>
{
namespace
_Game.Scripts.GameManager
{
public
class
GameHandler
:
SingletonMonobehaviour
<
GameHandler
>
{
[
SerializeField
]
private
GameData
data
;
[
SerializeField
]
private
Countdown
startDelay
;
[
SerializeField
]
private
Countdown
roundTime
;
[
SerializeField
]
private
Transform
_handler1
,
_handler2
;
private
Transform
_head
,
_body
;
private
void
OnEnable
()
{
private
void
OnEnable
()
{
SceneManager
.
sceneLoaded
+=
OnSceneLoaded
;
}
private
void
OnDisable
()
{
private
void
OnDisable
()
{
SceneManager
.
sceneLoaded
-=
OnSceneLoaded
;
}
private
void
OnSceneLoaded
(
Scene
scene
,
LoadSceneMode
mode
)
{
private
void
OnSceneLoaded
(
Scene
scene
,
LoadSceneMode
mode
)
{
print
(
"On Scene Loaded "
+
scene
.
ToString
()
+
" Mode : "
+
mode
.
ToString
());
SetReferences
();
StartLogic
();
}
private
void
SetReferences
()
{
private
void
SetReferences
()
{
_head
=
GameObject
.
FindWithTag
(
"HeadPlayer"
).
transform
;
_body
=
GameObject
.
FindWithTag
(
"BodyPlayer"
).
transform
;
...
...
@@ -38,11 +44,13 @@ namespace _Game.Scripts.GameManager {
startDelay
.
Register
(
OnStartRound
);
}
private
void
StartLogic
()
{
private
void
StartLogic
()
{
StartCoroutine
(
startDelay
.
StartCountdown
());
}
private
void
OnStartRound
()
{
private
void
OnStartRound
()
{
print
(
"Round Start"
);
roundTime
.
Clear
();
roundTime
.
Duration
=
data
.
roundTime
;
...
...
@@ -51,26 +59,106 @@ namespace _Game.Scripts.GameManager {
StartCoroutine
(
roundTime
.
StartCountdown
());
}
private
void
OnRoundEnd
()
{
private
void
OnRoundEnd
()
{
print
(
"Round End"
);
roundTime
.
StopCountdown
=
true
;
UpdateScorePoints
();
SwitchRolesOfPlayers
();
// changes playerX.role in GameData
data
.
RoundsPlayed
++;
print
(
"Rounds Played = "
+
data
.
RoundsPlayed
);
if
(
data
.
RoundsPlayed
>=
data
.
roundsToPlay
)
{
if
(
data
.
RoundsPlayed
>=
data
.
roundsToPlay
)
{
print
(
"Game Ends"
);
SceneManager
.
LoadScene
(
"StartMenu"
);
return
;
}
if
(
data
.
IsSwitched
)
{
if
(
data
.
IsSwitched
)
{
data
.
IsSwitched
=
false
;
SceneManager
.
LoadScene
(
"MainLevel"
);
}
else
{
else
{
data
.
IsSwitched
=
true
;
SceneManager
.
LoadScene
(
"MainLevelSwitched"
);
}
}
private
void
UpdateScorePoints
()
{
Debug
.
Log
(
"Updated Scores"
);
if
(
data
.
player1
.
role
==
GameData
.
Role
.
Body
)
{
// Punkte = [Punkte von letzter Runde] + ( [MaxRundenzeit] - [Noch Übrige Zeit] );
data
.
player1
.
UpdateScore
(
data
.
player1
.
scoreLastRound
+
data
.
roundTime
-
roundTime
.
CurrentTime
);
}
else
if
(
data
.
player1
.
role
==
GameData
.
Role
.
Head
)
{
// Punkte = [Punkte von letzter Runde] + ( Rundenzeit ) - ( [ Rundenzeit ] - [ noch übrige Zeit ] ) )
data
.
player1
.
UpdateScore
(
data
.
player1
.
scoreLastRound
+
((
data
.
roundTime
)
-
(
data
.
roundTime
-
roundTime
.
CurrentTime
)));
}
else
{
throw
new
UnityException
(
"Can't update score of player 1 because he didn't does not have a role (Head or Body)"
);
}
if
(
data
.
player2
.
role
==
GameData
.
Role
.
Body
)
{
// Punkte = [Punkte von letzter Runde] + ( [MaxRundenzeit] - [Noch Übrige Zeit] );
data
.
player2
.
UpdateScore
(
data
.
player2
.
scoreLastRound
+
data
.
roundTime
-
roundTime
.
CurrentTime
);
}
else
if
(
data
.
player2
.
role
==
GameData
.
Role
.
Head
)
{
// Punkte = [Punkte von letzter Runde] + ( Rundenzeit ) - ( [ Rundenzeit ] - [ noch übrige Zeit ] ) )
data
.
player2
.
UpdateScore
(
data
.
player2
.
scoreLastRound
+
((
data
.
roundTime
)
-
(
data
.
roundTime
-
roundTime
.
CurrentTime
)));
}
else
{
throw
new
UnityException
(
"Can't update score of player 2 because he didn't does not have a role (Head or Body)"
);
}
}
void
SwitchRolesOfPlayers
()
{
Debug
.
Log
(
"Switching Roles of Players"
);
switch
(
data
.
player1
.
role
)
{
case
GameData
.
Role
.
Body
:
data
.
player1
.
role
=
GameData
.
Role
.
Head
;
break
;
case
GameData
.
Role
.
Head
:
data
.
player1
.
role
=
GameData
.
Role
.
Body
;
break
;
default
:
throw
new
UnityException
(
"Can't update roles of player 1 because he didn't does not have a role (Head or Body)"
);
break
;
}
switch
(
data
.
player2
.
role
)
{
case
GameData
.
Role
.
Body
:
data
.
player2
.
role
=
GameData
.
Role
.
Head
;
break
;
case
GameData
.
Role
.
Head
:
data
.
player2
.
role
=
GameData
.
Role
.
Body
;
break
;
default
:
throw
new
UnityException
(
"Can't update roles of player 2 because he didn't does not have a role (Head or Body)"
);
break
;
}
}
}
...
...
Assets/_Game/Scripts/UI/CharacterCustomization.cs
View file @
97452fe6
...
...
@@ -31,8 +31,8 @@ public class CharacterCustomization : MonoBehaviour {
public
void
GoToGameScene
()
{
data
.
Reset
();
data
.
player1
.
Reset
(
player1InputField
.
text
,
Color
.
green
);
data
.
player2
.
Reset
(
player2InputField
.
text
,
Color
.
red
);
data
.
player1
.
Reset
(
player1InputField
.
text
,
Color
.
green
,
GameData
.
Role
.
Head
);
data
.
player2
.
Reset
(
player2InputField
.
text
,
Color
.
red
,
GameData
.
Role
.
Body
);
SceneManager
.
LoadScene
(
"MainLevel"
);
}
}
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