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using System;
using System.Collections;
using System.Collections.Generic;
using Photon.Pun;
using Sonigon;
using UnityEngine;
public class PlayerManager : MonoBehaviour
{
[Header("Sounds")]
public SoundEvent[] soundCharacterSpawn;
public static PlayerManager instance;
public LayerMask canSeePlayerMask;
public List<Player> players = new List<Player>();
public PhotonView view;
private Action<Player, int> PlayerDiedAction;
private bool playersShouldBeActive;
public AnimationCurve playerMoveCurve;
public Action<Player> PlayerJoinedAction { get; internal set; }
private void Awake()
{
instance = this;
view = GetComponent<PhotonView>();
}
public Player GetOtherPlayer(Player asker)
{
return GetClosestPlayerInTeam(asker.transform.position, GetOtherTeam(asker.teamID));
}
public Player GetClosestPlayer(Vector2 refPos, bool needVision = false)
{
Player result = null;
float num = float.PositiveInfinity;
for (int i = 0; i < players.Count; i++)
{
if (!players[i].data.dead)
{
float num2 = Vector2.Distance(refPos, players[i].data.playerVel.position);
if ((!needVision || CanSeePlayer(refPos, players[i]).canSee) && num2 < num)
{
num = num2;
result = players[i];
}
}
}
return result;
}
internal Player GetPlayerWithActorID(int actorID)
{
for (int i = 0; i < players.Count; i++)
{
if (players[i].data.view.OwnerActorNr == actorID)
{
return players[i];
}
}
return null;
}
public Player GetClosestPlayerInTeam(Vector3 position, int team, bool needVision = false)
{
float num = float.MaxValue;
Player[] playersInTeam = GetPlayersInTeam(team);
Player result = null;
for (int i = 0; i < playersInTeam.Length; i++)
{
if (!players[i].data.dead)
{
float num2 = Vector2.Distance(position, playersInTeam[i].transform.position);
if ((!needVision || CanSeePlayer(position, playersInTeam[i]).canSee) && num2 < num)
{
num = num2;
result = playersInTeam[i];
}
}
}
return result;
}
public Player GetClosestPlayer(Vector2 refPos, Vector2 forward)
{
Player result = null;
float num = float.PositiveInfinity;
for (int i = 0; i < players.Count; i++)
{
if (!players[i].data.dead && CanSeePlayer(refPos, players[i]).canSee)
{
float num2 = Vector2.Distance(refPos, players[i].data.playerVel.position);
num2 += Vector2.Angle(forward, players[i].data.playerVel.position - refPos);
if (num2 < num)
{
num = num2;
result = players[i];
}
}
}
return result;
}
public CanSeeInfo CanSeePlayer(Vector2 from, Player player)
{
CanSeeInfo canSeeInfo = new CanSeeInfo();
canSeeInfo.canSee = true;
canSeeInfo.distance = float.PositiveInfinity;
if (!player)
{
canSeeInfo.canSee = false;
return canSeeInfo;
}
RaycastHit2D[] array = Physics2D.RaycastAll(from, (player.data.playerVel.position - from).normalized, Vector2.Distance(from, player.data.playerVel.position), canSeePlayerMask);
for (int i = 0; i < array.Length; i++)
{
if ((bool)array[i].transform && !array[i].transform.root.GetComponent<SpawnedAttack>() && !array[i].transform.root.GetComponent<Player>() && array[i].distance < canSeeInfo.distance)
{
canSeeInfo.canSee = false;
canSeeInfo.hitPoint = array[i].point;
canSeeInfo.distance = array[i].distance;
}
}
return canSeeInfo;
}
internal Player GetPlayerWithID(int playerID)
{
for (int i = 0; i < players.Count; i++)
{
if (players[i].playerID == playerID)
{
return players[i];
}
}
return null;
}
public Player GetLastPlayerAlive()
{
Player result = null;
for (int i = 0; i < players.Count; i++)
{
if (!players[i].data.dead)
{
result = players[i];
break;
}
}
return result;
}
public int GetLastTeamAlive()
{
return GetLastPlayerAlive().teamID;
}
public int TeamsAlive()
{
bool flag = false;
bool flag2 = false;
for (int i = 0; i < players.Count; i++)
{
if (players[i].teamID == 0 && !players[i].data.dead)
{
flag = true;
}
if (players[i].teamID == 1 && !players[i].data.dead)
{
flag2 = true;
}
}
int num = 0;
if (flag)
{
num++;
}
if (flag2)
{
num++;
}
return num;
}
public static void RegisterPlayer(Player player)
{
instance.players.Add(player);
if (instance.playersShouldBeActive)
{
player.data.isPlaying = true;
}
}
public void RemovePlayer(Player player)
{
players.Remove(player);
UnityEngine.Object.Destroy(player.gameObject);
}
public void RemovePlayers()
{
for (int num = players.Count - 1; num >= 0; num--)
{
if ((bool)players[num])
{
UnityEngine.Object.Destroy(players[num].gameObject);
}
}
players.Clear();
PlayerAssigner.instance.ClearPlayers();
}
public void RevivePlayers()
{
for (int i = 0; i < players.Count; i++)
{
players[i].data.healthHandler.Revive();
players[i].GetComponent<GeneralInput>().enabled = true;
}
}
[PunRPC]
public void RPCA_MovePlayers()
{
MovePlayers(MapManager.instance.GetSpawnPoints());
}
public void MovePlayers(SpawnPoint[] spawnPoints)
{
for (int i = 0; i < players.Count; i++)
{
StartCoroutine(Move(players[i].data.playerVel, spawnPoints[i].localStartPos));
int num;
for (num = i; num >= soundCharacterSpawn.Length; num -= soundCharacterSpawn.Length)
{
}
SoundManager.Instance.Play(soundCharacterSpawn[num], players[i].transform);
}
}
public void AddPlayerDiedAction(Action<Player, int> action)
{
PlayerDiedAction = (Action<Player, int>)Delegate.Combine(PlayerDiedAction, action);
}
public void PlayerDied(Player player)
{
int num = 0;
for (int i = 0; i < players.Count; i++)
{
if (!instance.players[i].data.dead)
{
num++;
}
}
if (PlayerDiedAction != null)
{
PlayerDiedAction(player, num);
}
}
public PlayerSkin GetColorFromTeam(int teamID)
{
return PlayerSkinBank.GetPlayerSkinColors(GetPlayersInTeam(teamID)[0].playerID);
}
public PlayerSkin GetColorFromPlayer(int playerID)
{
return PlayerSkinBank.GetPlayerSkinColors(playerID);
}
public Player[] GetPlayersInTeam(int teamID)
{
List<Player> list = new List<Player>();
for (int i = 0; i < players.Count; i++)
{
if (players[i].teamID == teamID)
{
list.Add(players[i]);
}
}
return list.ToArray();
}
internal Player GetFirstPlayerInTeam(int teamID)
{
return GetPlayersInTeam(teamID)[0];
}
public int GetOtherTeam(int team)
{
if (team == 0)
{
return 1;
}
return 0;
}
public void SetPlayersPlaying(bool playing)
{
playersShouldBeActive = playing;
for (int i = 0; i < players.Count; i++)
{
players[i].data.isPlaying = playing;
}
}
public void SetPlayersSimulated(bool simulated)
{
playersShouldBeActive = simulated;
for (int i = 0; i < players.Count; i++)
{
players[i].data.playerVel.simulated = simulated;
}
}
internal void SetPlayersVisible(bool visible)
{
for (int i = 0; i < players.Count; i++)
{
players[i].data.gameObject.transform.position = Vector3.up * 200f;
}
}
public void PlayerJoined(Player player)
{
if (PlayerJoinedAction != null)
{
PlayerJoinedAction(player);
}
}
private IEnumerator Move(PlayerVelocity player, Vector3 targetPos)
{
Debug.Log("MOVE PLAYERS START " + Time.unscaledTime);
player.GetComponent<Player>().data.isPlaying = false;
player.simulated = false;
player.isKinematic = true;
Vector3 distance = targetPos - player.transform.position;
Vector3 targetStartPos = player.transform.position;
PlayerCollision col = player.GetComponent<PlayerCollision>();
float t = playerMoveCurve.keys[playerMoveCurve.keys.Length - 1].time;
float c = 0f;
while (c < t)
{
col.IgnoreWallForFrames(2);
c += Mathf.Clamp(Time.unscaledDeltaTime, 0f, 0.02f);
player.transform.position = targetStartPos + distance * playerMoveCurve.Evaluate(c);
yield return null;
}
int frames = 0;
while (frames < 10)
{
player.transform.position = targetStartPos + distance;
frames++;
yield return null;
}
player.simulated = true;
player.isKinematic = false;
Debug.Log("MOVE PLAYERS END " + Time.unscaledTime);
player.GetComponent<Player>().data.isPlaying = true;
player.GetComponent<Player>().data.healthHandler.Revive();
CardChoiceVisuals.instance.Hide();
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.R) && !DevConsole.isTyping && Application.isEditor)
{
ResetCharacters();
}
}
internal void ResetCharacters()
{
CardBarHandler.instance.ResetCardBards();
for (int i = 0; i < players.Count; i++)
{
players[i].FullReset();
}
}
public PlayerActions[] GetActionsFromTeam(int selectingTeamID)
{
List<PlayerActions> list = new List<PlayerActions>();
for (int i = 0; i < players.Count; i++)
{
if (players[i].teamID == selectingTeamID)
{
list.Add(players[i].data.playerActions);
}
}
return list.ToArray();
}
public PlayerActions[] GetActionsFromPlayer(int selectingPlayerID)
{
List<PlayerActions> list = new List<PlayerActions>();
for (int i = 0; i < players.Count; i++)
{
if (players[i].playerID == selectingPlayerID)
{
list.Add(players[i].data.playerActions);
}
}
return list.ToArray();
}
}
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