270 lines
8.3 KiB
C#
270 lines
8.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BoardState = System.Collections.Generic.List<System.Collections.Generic.List<TileInfo>>;
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using TileList = System.Collections.Generic.List<TileInfo>;
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using UnityEngine.UI;
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using TMPro;
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public class GameBoardRender : MonoBehaviour {
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// Auto assign so that I can copy stuff around like a shmuk - Texel
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private GameBoard board;
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public TMPro.TextMeshPro ScoreText;
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public TMPro.TextMeshPro ComboText;
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public TextMeshPro NickNameText;
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[Header("Positioning")]
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public Transform basePoint;
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public float width, height;
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[Header("Extra")]
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public TileRender place1;
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public TileRender place2;
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public TileRender place3, place4; // Next tile display
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// Dramatically slow falls in combo mode
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public float tileSpeed => board.Combo > 0 ? 15 : 20;
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GameObject tilePrefab => GameBoardInstance.instance.tilePrefab;
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void Start() {
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// Auto-assign off same object - Texel
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board = GetComponent<GameBoard>();
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}
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float comboTime = 0f;
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float comboDuration = 3f;
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public void SetComboLevel(int num) {
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if (!ComboText) return;
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if (num == 0) return;
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comboTime = Time.time;
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if (num == 1)
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ComboText.text = "NICE";
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else
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ComboText.text = string.Format("{0}x COMBO", num);
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}
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public void SetScoreValue(int value) {
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if (ScoreText) ScoreText.text = string.Format("{0:D6}", value);
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}
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Transform corner;
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private void Awake() {
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var pos = basePoint.position;
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var rowOffset = basePoint.right * width;
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var columnOffset = basePoint.up * height;
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pos += rowOffset * 0.5f + columnOffset * 0.5f;
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for (var i = 0; i < GameBoard.COLUMN; ++i) {
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var t = new GameObject("column" + i.ToString()).transform;
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t.SetParent(basePoint);
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t.position = pos + rowOffset * i;
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t.localRotation = Quaternion.identity;
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t.localScale = Vector3.one;
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}
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corner = new GameObject("corner").transform;
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corner.SetParent(basePoint.GetChild(0));
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corner.localPosition = Vector3.zero;
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corner.localRotation = Quaternion.identity;
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corner.localScale = Vector3.one;
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corner.SetParent(transform, true);
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place1 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
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place2 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
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place3 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
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place4 = Instantiate(GameBoardInstance.instance.tilePrefab, corner).GetComponent<TileRender>();
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place1.transform.localPosition = Vector3.zero;
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place2.transform.localPosition = Vector3.zero;
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place3.transform.localPosition = Vector3.zero;
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place4.transform.localPosition = Vector3.zero;
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}
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public void Render(BoardState state) {
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if (Time.time + comboDuration > comboTime) {
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if (ComboText) ComboText.text = "";
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}
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// render
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for (var i = 0; i < state.Count; ++i) {
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var root = basePoint.GetChild(i);
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var t = state[i];
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DrawStack(root, t);
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}
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}
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public void RebuildStack(BoardState state){
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for (var i = 0; i < state.Count; ++i) {
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var root = basePoint.GetChild(i);
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var t = state[i];
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RebuildStack(root, t);
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}
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}
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public void RenderName(){
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if (NetworkManager.inRoom && board.authorityID != -1){
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var player = NetworkManager.net.CurrentRoom.GetPlayer(board.authorityID);
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NickNameText.text = player.NickName;
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}
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}
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// Spawn a fading 'ghost' of a tile as an activator for the cool effect
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public void Ghost(TileInfo tile, (int x, int y) ghostPos) {
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//var tileGo = Instantiate<GameObject>(tilePrefab,corner);
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var tileGo = Instantiate(tilePrefab, corner);
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var tr = tileGo.GetComponent<TileRender>();
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tr.renderer.sortingOrder = 3; // Draw infront of the others!
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tileGo.transform.localPosition = new Vector3(ghostPos.x * width, ghostPos.y * height);
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//Debug.Log("Ghosting", tr.gameObject);
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//Debug.Break();
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StartCoroutine(HandleGhost(tr,tile.color));
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}
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public void Crumble(TileInfo tile, (int x, int y) crumblePos) {
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// Copypastecopypastecopypast - Texel
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var tileGo = Instantiate(tilePrefab, corner);
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var tr = tileGo.GetComponent<TileRender>();
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tr.renderer.sortingOrder = 3; // Draw infront of the others!
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tileGo.transform.localPosition = new Vector3(crumblePos.x * width, crumblePos.y * height);
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StartCoroutine(HandleCrumble(tr, tile.color, tile.kind));
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}
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// Float up and fade out
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IEnumerator HandleGhost(TileRender tr, TileColor color) {
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float opacity = 1f;
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while (opacity > 0f) {
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opacity -= Time.deltaTime;
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// Move up about one unit over a second?
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tr.transform.localPosition += new Vector3(0, Time.deltaTime, 0);
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tr.SetDisplay(color, TileKind.Activator);
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tr.renderer.color = new Color(1, 1, 1, opacity);
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yield return null;
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}
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Destroy(tr.gameObject);
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}
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// Fall down and fade out
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IEnumerator HandleCrumble(TileRender tr, TileColor color, TileKind kind) {
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float opacity = 2f;
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float sideVel = Random.value - 0.5f;
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float fallSpeed = 0.9f + (Random.value * 0.3f);
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while (opacity > 0f) {
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opacity -= Time.deltaTime;
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tr.transform.localPosition += new Vector3(sideVel * Time.deltaTime, fallSpeed * -Time.deltaTime, 0);
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tr.SetDisplay(color, kind);
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tr.renderer.color = new Color(1, 1, 1, opacity);
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yield return null;
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}
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Destroy(tr.gameObject);
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}
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public void RenderPlacement(TileInfo left, TileInfo right, (int x, int y) leftPosition, (int x, int y) rightPosition){
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place1.transform.localPosition = new Vector3(leftPosition.x * width, leftPosition.y * height);
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place2.transform.localPosition = new Vector3(rightPosition.x * width, rightPosition.y * height);
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place3.transform.localPosition = new Vector3(board.nextRootX * width, board.nextRootY * height);
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place4.transform.localPosition = new Vector3(board.nextRootX * width, (board.nextRootY - 1f) * height);
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var np = board.nextPair;
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place3.SetDisplay(np.left.color, np.left.kind);
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place4.SetDisplay(np.right.color, np.right.kind);
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place1.SetDisplay(left, left.color, left.kind);
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place2.SetDisplay(right, right.color, right.kind);
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}
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void RebuildStack(Transform root, TileList tiles){
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var spawnOffset = 0f;
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var maxHeight = height * (GameBoard.ROW + 1);
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for(var i = 0; i < tiles.Count; ++i){
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var tile = tiles[i];
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var tilestate = tile.kind;
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var tileinstance = 0;
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var ttransform = i < root.childCount ? root.GetChild(i) : null;
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var trender = ttransform != null ? ttransform.GetComponent<TileRender>() : null;
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// new tiles, place them at the top
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if (ttransform == null){
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var t = Instantiate(tilePrefab, root).transform;
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t.localPosition = new Vector3(0f, Mathf.Max(maxHeight, spawnOffset));
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t.localRotation = Quaternion.identity;
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t.localScale = Vector3.one;
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t.GetComponent<TileRender>().id = tileinstance;
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spawnOffset = t.localPosition.y + height;
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}
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// not in sync, stop destroying
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else if (tileinstance != trender.id){
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ttransform.parent = null;
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Destroy(ttransform.gameObject);
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i--;
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}
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// in sync, continue
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else {
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spawnOffset = ttransform.localPosition.y + height;
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}
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}
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// any excess tiles are removed
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while(tiles.Count < root.childCount){
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var child = root.GetChild(root.childCount - 1);
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child.parent = null;
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Destroy(child.gameObject);
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}
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}
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private static Dictionary<TileColor, Color> colorConversion = new Dictionary<TileColor, Color>(){
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{ TileColor.Blue, Color.blue },
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{ TileColor.Green, Color.green },
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{ TileColor.Red, Color.red },
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{ TileColor.Yellow, Color.yellow}
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};
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void DrawStack(Transform root, TileList tiles){
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var dest = 0f;
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var speed = Time.deltaTime * tileSpeed;
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for(var i = 0; i < tiles.Count; ++i){
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var tile = tiles[i];
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var tilekind = tile.kind;
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var tilecolor = tile.color;
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var ttransform = root.GetChild(i);
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var trender = ttransform.GetComponent<TileRender>();
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if (tilekind != TileKind.Air){
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// pos
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var pos = ttransform.localPosition.y;
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ttransform.localPosition = new Vector3(0f, Mathf.MoveTowards(pos, dest, speed));
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dest += height;
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// color
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ttransform.gameObject.SetActive(true);
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trender.SetDisplay(tile, tilecolor, tilekind);
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// counter
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trender.SetCounter(tilekind == TileKind.Trash ? tile.counter.ToString() : "");
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} else {
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ttransform.gameObject.SetActive(false);
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}
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}
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}
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}
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