130 lines
3.4 KiB
C#
130 lines
3.4 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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using System.Collections;
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public class Player : MonoBehaviour
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{
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public GameObject gameBoard;
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public AudioClip flip;
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public AudioClip normalShoot;
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public AudioClip laserCharge;
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public AudioClip laserDischarge;
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public AudioClip laserShoot;
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public AudioClip magnetIdle;
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public AudioClip magnetShoot;
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public AudioClip death;
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public AudioClip killed;
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public AudioClip defeat;
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public MusicManager musicManager;
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public Fader fader;
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private bool flipped = false;
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private bool gameOver = false;
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private AudioSource audioSource;
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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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audioSource = GetComponent<AudioSource>();
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Cursor.visible = false;
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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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if (gameBoard == null || Camera.main == null || Mouse.current == null)
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{
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return;
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}
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if (!TryGetWorldBounds(gameBoard, out Bounds boardBounds) || !TryGetWorldBounds(gameObject, out Bounds playerBounds))
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{
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Debug.LogWarning("Could not get world bounds for gameBoard or player.");
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return;
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}
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Vector2 mouseScreen = Mouse.current.position.ReadValue();
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Camera cam = Camera.main;
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// Keep movement on the same depth plane as the current player position.
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float screenZ = cam.WorldToScreenPoint(transform.position).z;
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Vector3 mouseWorld = cam.ScreenToWorldPoint(new Vector3(mouseScreen.x, mouseScreen.y, screenZ));
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Vector3 extents = playerBounds.extents;
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float clampedX = Mathf.Clamp(mouseWorld.x, boardBounds.min.x + extents.x, boardBounds.max.x - extents.x);
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float clampedY = Mathf.Clamp(mouseWorld.y, boardBounds.min.y + extents.y, boardBounds.max.y - extents.y);
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transform.position = new Vector3(clampedX, clampedY, transform.position.z);
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if (Keyboard.current != null)
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{
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if (Keyboard.current.spaceKey.wasPressedThisFrame)
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{
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flipped = !flipped;
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transform.eulerAngles = new Vector3(0, 0, flipped ? 90 : 0);
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audioSource.PlayOneShot(flip);
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}
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if (Keyboard.current.escapeKey.wasPressedThisFrame)
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{
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gameOver = true;
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}
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}
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if (gameOver)
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{
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StartCoroutine(EndGame());
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gameOver = false; // Reset gameOver to prevent multiple coroutine starts
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}
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}
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private static bool TryGetWorldBounds(GameObject target, out Bounds bounds)
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{
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Collider2D collider2D = target.GetComponent<Collider2D>();
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if (collider2D != null)
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{
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bounds = collider2D.bounds;
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return true;
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}
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Renderer renderer = target.GetComponent<Renderer>();
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if (renderer != null)
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{
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bounds = renderer.bounds;
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return true;
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}
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Collider collider3D = target.GetComponent<Collider>();
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if (collider3D != null)
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{
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bounds = collider3D.bounds;
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return true;
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}
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bounds = default;
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return false;
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}
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private IEnumerator EndGame()
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{
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musicManager.pauseMusic();
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audioSource.PlayOneShot(defeat);
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yield return new WaitForSeconds(1.3f);
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fader.ResetFader();
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}
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}
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