5Y5T3M/Assets/Scripts/GameManager.cs

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using System;
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using System.Collections.Generic;
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using System.Dynamic;
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using System.Linq;
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using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
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using UnityEngine.UIElements;
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using static UnityEngine.GraphicsBuffer;
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using static UnityEngine.UI.GridLayoutGroup;
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[ExecuteAlways]
public class GameManager : MonoBehaviour
{
public Transform ConnectionParent;
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public GameObject ConnectionPrefab;
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public Transform NodeParent;
public GameObject NodePrefab;
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public Player players;
public int currentPlayer = -1;
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public Node pressedNode = null;
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public static GameManager Instance { get; private set; }
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public bool regenerateOnChange = false;
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[HideInInspector] public float minConnectionLength = 6;
[HideInInspector] public float maxConnectionLength = 6;
[HideInInspector] public int nodeCount = 100;
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[HideInInspector] public int hoverRadiusCon = 50;
[HideInInspector] public int hoverRadiusNode = 50;
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[HideInInspector] public int selectedLevel = -1;
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[SerializeField] [HideInInspector] public List<LevelData> levels = new List<LevelData>();
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public enum ActionType { MOVE_UNITS, DESTRUCT_CON, EXPLODE_CON };
public struct Action
{
public ActionType type;
public int nodeFromId;
public int nodeToId;
public int player;
}
[Serializable]
public class LevelData
{
[Serializable]
public class NodeData
{
public Vector3 position;
public int owner;
}
[Serializable]
public class ConnectionData
{
public int nodeAIndex;
public int nodeBIndex;
public bool allowed = true;
}
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public float minConnectionLength = 0;
public float maxConnectionLength = 0;
public List<NodeData> nodes = new List<NodeData>();
public List<ConnectionData> connections = new List<ConnectionData>();
}
void Awake()
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{
if (Instance != null && Instance != this)
{
if (Application.isPlaying)
Destroy(gameObject);
return;
}
Instance = this;
if (Application.isPlaying)
DontDestroyOnLoad(gameObject);
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GetConnections().ForEach(obj => obj.DelConnect());
GetConnections().ForEach(obj => obj.SetConnect());
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}
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private void Update()
{
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if (Input.GetMouseButtonDown(0))
{
pressedNode = GetNodes().Find(n => n.hovered && n.Owner == currentPlayer);
}
if (Input.GetMouseButtonUp(0))
{
if (pressedNode != null)
{
Node toNode = GetNodes().Find(n => n.hovered && pressedNode != n);
if (toNode)
{
Connection con = Instance.GetConnections().Find(c => (c.nodeA == pressedNode && c.nodeB == toNode) || (c.nodeB == pressedNode && c.nodeA == toNode));
if (con)
{
var action = new Action { nodeFromId = pressedNode.id, nodeToId = toNode.id, type = ActionType.MOVE_UNITS, player = Instance.currentPlayer };
Instance.ExecuteAction(action);
}
}
}
}
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}
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public List<Node> GetNodes() => NodeParent.GetComponentsInChildren<Node>().ToList();
public List<Connection> GetConnections() => ConnectionParent.GetComponentsInChildren<Connection>().ToList();
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public void ExecuteRoundEnd()
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{
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foreach(Connection con in GetConnections())
{
if (con.state == Connection.BuildState.CONSTRUCTING)
con.state = Connection.BuildState.BUILT;
else if (con.state == Connection.BuildState.DECONSTRUCTING)
con.state = Connection.BuildState.EMPTY;
}
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}
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public void ExecuteAction(Action action)
{
Node nodeTo = GetNodes().Find(n => n.id == action.nodeToId);
Node nodeFrom = GetNodes().Find(n => n.id == action.nodeFromId);
Connection con = GetConnections().Find(c => (c.nodeA == nodeTo && c.nodeB == nodeFrom) || (c.nodeA == nodeFrom && c.nodeB == nodeTo));
bool hostile = nodeTo.Owner != action.player;
switch (action.type)
{
case ActionType.MOVE_UNITS:
switch (con.state)
{
case Connection.BuildState.EMPTY:
// Build Connection
con.state = Connection.BuildState.CONSTRUCTING;
Debug.Log("Starting construction from " + nodeTo.id + " to " + nodeFrom.id);
return;
case Connection.BuildState.CONSTRUCTING:
if (hostile)
{
Debug.Log("Attacking hostile construction from " + nodeTo.id + " to " + nodeFrom.id);
}
else
{
Debug.Log("This should not be possible O_o");
}
return;
case Connection.BuildState.DECONSTRUCTING:
if (hostile)
{
Debug.Log("Attacking hostile construction from " + nodeTo.id + " to " + nodeFrom.id);
}
else
{
Debug.Log("This should not be possible O_o");
}
return;
case Connection.BuildState.BUILT:
if (hostile)
{
Debug.Log("Attacking hostile units at " + nodeFrom.id);
}
else
{
Debug.Log("Moving units from " + nodeTo.id + " to " + nodeFrom.id);
}
return;
default:
return;
}
case ActionType.DESTRUCT_CON:
if (!hostile)
{
Debug.Log("Starten deconstruction from " + nodeTo.id + " to " + nodeFrom.id);
con.state = Connection.BuildState.DECONSTRUCTING;
}
else
{
Debug.Log("This should not be possible O_o");
}
return;
case ActionType.EXPLODE_CON:
Debug.Log("Exploding connection from " + nodeTo.id + " to " + nodeFrom.id);
con.state = Connection.BuildState.EMPTY;
return;
}
}
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public void GenerateAlongSphere()
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{
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for (int i = NodeParent.childCount - 1; i >= 0; i--)
DestroyImmediate(NodeParent.GetChild(i).gameObject);
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float radius = 20f;
float goldenRatio = (1f + Mathf.Sqrt(5f)) / 2f;
float angleIncrement = 2f * Mathf.PI * goldenRatio;
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for (int i = 0; i < nodeCount; i++)
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{
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float t = (float)i / nodeCount; // von 0 bis 1
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float inclination = Mathf.Acos(1f - 2f * t);
float azimuth = angleIncrement * i;
float x = Mathf.Sin(inclination) * Mathf.Cos(azimuth);
float y = Mathf.Sin(inclination) * Mathf.Sin(azimuth);
float z = Mathf.Cos(inclination);
Vector3 pos = new Vector3(x, y, z) * radius;
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var auto = PrefabUtility.InstantiatePrefab(NodePrefab, NodeParent) as GameObject;
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auto.GetComponent<Node>().id = i;
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auto.transform.localPosition = pos;
}
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}
public void GenerateConnections()
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{
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for (int i = ConnectionParent.childCount - 1; i >= 0; i--)
DestroyImmediate(ConnectionParent.GetChild(i).gameObject);
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var nodes = GetNodes();
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foreach (Node nodeA in nodes)
{
if (nodeA == null) continue;
foreach (Node nodeB in nodes)
{
if (nodeB == null) continue;
bool conExists = false;
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float dist = Vector3.Distance(nodeA.transform.position, nodeB.transform.position);
if (nodeA == nodeB || dist > maxConnectionLength)
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continue;
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foreach (Connection con in GetConnections())
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{
if ((con.nodeA == nodeA && con.nodeB == nodeB) || (con.nodeA == nodeB && con.nodeB == nodeA))
{
conExists = true;
break;
}
}
if (!conExists)
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{
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AddConnection(nodeA, nodeB, dist < minConnectionLength);
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}
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}
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}
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}
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public void AddConnection(Node nodeA, Node nodeB, bool allowed = true)
{
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var newCon = PrefabUtility.InstantiatePrefab(ConnectionPrefab, ConnectionParent).GetComponent<Connection>();
newCon.nodeA = nodeA;
newCon.nodeB = nodeB;
newCon.allowed = allowed;
}
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public void LoadLevelData(int index)
{
if(index >= levels.Count)
{
Debug.LogWarning("LevelIndex out of range");
return;
}
for (int i = NodeParent.childCount - 1; i >= 0; i--)
DestroyImmediate(NodeParent.GetChild(i).gameObject);
foreach (LineRenderer line in ConnectionParent.GetComponentsInChildren<LineRenderer>())
DestroyImmediate(line.gameObject);
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for(int i = 0; i < levels[index].nodes.Count; i++)
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{
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var nodeData = levels[index].nodes[i];
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var auto = PrefabUtility.InstantiatePrefab(NodePrefab, NodeParent) as GameObject;
auto.transform.localPosition = nodeData.position;
auto.GetComponent<Node>().Owner = nodeData.owner;
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auto.GetComponent<Node>().id = i;
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}
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var currentNodes = GetNodes();
int idx = 0;
foreach (Node node in currentNodes)
node.id = idx++;
currentNodes = GetNodes();
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foreach (LevelData.ConnectionData conData in levels[index].connections)
{
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AddConnection(currentNodes[conData.nodeAIndex], currentNodes[conData.nodeBIndex], conData.allowed);
Debug.Log(conData.nodeAIndex + " - " + conData.nodeBIndex);
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}
selectedLevel = index;
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minConnectionLength = levels[index].minConnectionLength;
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maxConnectionLength = levels[index].maxConnectionLength;
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nodeCount = currentNodes.Count;
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}
public void SaveLevelData(int index = -1)
{
LevelData data = new LevelData();
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data.minConnectionLength = minConnectionLength;
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data.maxConnectionLength = maxConnectionLength;
// Nodes speichern
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foreach (var node in GetNodes())
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{
data.nodes.Add(new LevelData.NodeData
{
position = node.transform.localPosition,
owner = node.Owner
});
}
// Connections speichern
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foreach (var con in GetConnections())
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{
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if (con.nodeA.id >= 0 && con.nodeB.id >= 0)
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{
data.connections.Add(new LevelData.ConnectionData
{
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nodeAIndex = con.nodeA.id,
nodeBIndex = con.nodeB.id,
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allowed = con.allowed
});
}
}
if (index == -1 || index >= levels.Count)
levels.Add(data);
else
levels[index] = data;
int newIndex = index < 0 ? levels.Count - 1 : index;
selectedLevel = newIndex;
}
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}