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Camera.main.WorldToScreenPoint(this.transform.position); + nameLabel.transform.position = namePos; + } +} diff --git a/GDDImagineGame/Assets/Team2/scripts/ClampName.cs.meta b/GDDImagineGame/Assets/Team2/scripts/ClampName.cs.meta new file mode 100644 index 0000000..b148e5b --- /dev/null +++ b/GDDImagineGame/Assets/Team2/scripts/ClampName.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6b7eac65f40598249b68f0cf1a42ab35 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GDDImagineGame/Assets/Team2/scripts/Manager.cs b/GDDImagineGame/Assets/Team2/scripts/Manager.cs new file mode 100644 index 0000000..1f0e6ee --- /dev/null +++ b/GDDImagineGame/Assets/Team2/scripts/Manager.cs @@ -0,0 +1,272 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections.Generic; + + +public enum GameState +{ + RoundTransition, + PlayerSelection, + AnimatePlayers +} +public class Manager : MonoBehaviour +{ + // Provides access to all four players + public PlayerController[] players; + + // Provides access to the coin piles of the four players + public GameObject[] coinPiles; + + // Provides access to the main "pot" (dragon horde, w/e) + public GameObject pot; + + // The Text object that displays the time remaining in the round + public Text timerText; + + //The text object that displays the round number and a boolean that determines if it is transitioning in or out + public Text roundText; + private bool transitionIn; + + //Integer that tracks the current round number + private int roundNum; + + //Create a list to hold all of the player score text objects + public List playerScores; + + // Duration in seconds of one game round + public float timeToChoose; + + // The current value of the pot + [SerializeField] private int potValue; + + // The amount by which the pot increases value after each round + [SerializeField] private int potIncrease; + + // The total number of rounds in the game + public int numRounds; + + // The current round number + private int currentRound; + + // If the game is over, prevent Update() from happening + private bool gameOver; + + // Keeps track of elapsed game time + private float timer; + + // Amount to scale a pile by + private float pileScale; + + //Variable to hold the game state + private GameState gameState; + + + //PROPERTIES + public float Timer + { + get + { + return timer; + } + } + + void Start() + { + timer = 0; + currentRound = 1; + gameOver = false; + gameState = GameState.RoundTransition; + transitionIn = false; + roundNum = 1; + } + + void Update() + { + // Prevent Update() when the game has ended + if (gameOver) return; + + //Determine the current game state + switch (gameState) + { + case GameState.RoundTransition: + { + if (transitionIn) + { + float alpha; + alpha = roundText.color.a + .5f * Time.deltaTime; + roundText.color = new Vector4(roundText.color.r, roundText.color.g, roundText.color.b, alpha); + if (alpha >= 1) + { + alpha = 1; + transitionIn = false; + } + } + else + { + float alpha; + alpha = roundText.color.a - .5f * Time.deltaTime; + roundText.color = new Vector4(roundText.color.r, roundText.color.g, roundText.color.b, alpha); + + if (alpha <= 0) + { + alpha = 0; + transitionIn = true; + roundNum++; + roundText.text = "Round " + roundNum; + gameState = GameState.PlayerSelection; + } + } + break; + } + + case GameState.PlayerSelection: + { + // Increase timer + if (timer < timeToChoose) + { + timer += Time.deltaTime; + timerText.text = "Timer: " + (int)Mathf.Round((timeToChoose - timer) * 100) / 100; + } + + // Once timer has reached timeToChoose, handle choices + else + { + // Collect Player choices + Choice[] choices = { players[0].Choice, players[1].Choice, players[2].Choice, players[3].Choice }; + + // Number of players who went for the pot + int potNum = 0; + + // ID of player who went for the pot + int potPlayerNum = -1; + + // Handle each choice + for (int i = 0; i < choices.Length; i++) + { + // Player went for the pot + if (choices[i] == Choice.Pot) + { + potNum++; + potPlayerNum = i; + } + + // Player chose to steal + else if (choices[i] == Choice.StealLeft || choices[i] == Choice.StealRight) + { + //Index of object being targeted + int target = -1; + + switch (choices[i]) + { + case Choice.StealLeft: + if (i != 3) + { + target = i + 1; + } + else + { + target = 0; + } + break; + case Choice.StealRight: + if (i != 0) + { + target = i - 1; + } + else + { + target = choices.Length - 1; + } + break; + } + // Ignore if the chosen player is blocking, otherwise give half of score to player stealing + if (choices[target] != Choice.Block) + { + int half = (int)Mathf.Ceil(players[target].Score / 2); + players[i].Score += half; + players[target].Score -= half; + pileScale = (float)(half * 0.1); + coinPiles[i].transform.localScale += new Vector3(pileScale, pileScale, pileScale); + coinPiles[target].transform.localScale -= new Vector3(pileScale, pileScale, pileScale); + } + } + } + + // Only one player went for the pot, give them pot value + if (potNum == 1) + { + players[potPlayerNum].Score += potValue; + pileScale = (float)(potValue * 0.1); + coinPiles[potPlayerNum].transform.localScale += new Vector3(pileScale, pileScale, pileScale); + } + + // Reset players choices and give them some pity money + for (int i = 0; i < players.Length; i++) + { + players[i].Choice = Choice.None; + players[i].Score += 1; + coinPiles[i].transform.localScale += new Vector3(0.1f, 0.1f, 0.1f); + } + + // Increase round number + currentRound++; + + // End game if round number is greater than number of rounds + if (currentRound > numRounds) + { + GameOver(); + return; + } + + // Increase pot value and size + potValue += potIncrease; + pileScale = (float)(potIncrease * 0.1); + pot.transform.localScale += new Vector3(pileScale, pileScale, pileScale); + + UpdateScores(); + + // Reset timer + timer = 0.0f; + timerText.text = "Timer: " + timeToChoose; + gameState = GameState.RoundTransition; + } + break; + } + + case GameState.AnimatePlayers: + { + break; + } + } + } + + + /// + /// When the game has ended, show results + /// + private void GameOver() + { + int highScorePlayer = -1; + int highScore = 0; + for (int i = 0; i < players.Length; i++) + { + if (players[i].Score > highScore) + { + highScore = players[i].Score; + highScorePlayer = i; + } + } + + timerText.text = "Game Over!"; + Debug.Log("The winner is player " + (highScorePlayer + 1) + " with a score of " + highScore); + gameOver = true; + } + + private void UpdateScores() + { + for (int i = 0; i < players.Length; i++) + { + playerScores[i].text = "Player " + (i + 1) + ": " + players[i].Score; + } + } +} diff --git a/GDDImagineGame/Assets/Team2/scripts/Manager.cs.meta b/GDDImagineGame/Assets/Team2/scripts/Manager.cs.meta new file mode 100644 index 0000000..a98d372 --- /dev/null +++ b/GDDImagineGame/Assets/Team2/scripts/Manager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 10e384338ca4fe843882191cb4960a3a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/GDDImagineGame/Assets/Team2/scripts/PlayerController.cs b/GDDImagineGame/Assets/Team2/scripts/PlayerController.cs new file mode 100644 index 0000000..18ba120 --- /dev/null +++ b/GDDImagineGame/Assets/Team2/scripts/PlayerController.cs @@ -0,0 +1,116 @@ +using UnityEngine; +using UnityEngine.UI; + +// Enumeration of the actions a player can take in a round +public enum Choice +{ + Pot, + StealLeft, + StealRight, + Block, + None +} + +public class PlayerController : MonoBehaviour +{ + // Player's current score + [SerializeField] private int score; + + // Player's action for any given round + [SerializeField] private Choice choice; + + // The keys this player must press to perform various actions + public KeyCode potButton; + public KeyCode blockButton; + public KeyCode stealLeft; + public KeyCode stealRight; + + public Text readyText; + + public Manager manager; + + + //Player Properties + public int Score + { + get + { + return score; + } + set + { + score = value; + } + } + public Choice Choice + { + get + { + return choice; + } + set + { + choice = value; + } + } + + + void Start() + { + // Initialize player vars + Score = 10; + Choice = Choice.None; + } + + void Update() + { + if (manager.Timer != 0) + { + PlayerAction(); + } + + if (manager.Timer == 0) + { + readyText.enabled = false; + } + } + + /// + /// Check for user input and print a message on the console that corresponds with the key that the user pressed + /// + public void PlayerAction() + { + // Only let player make choice if none has been made yet + if (Choice == Choice.None) + { + // Player wants to go for pot + if (Input.GetKeyDown(potButton)) + { + Debug.Log(name + " is going for main pot"); + Choice = Choice.Pot; + readyText.enabled = true; + } + // Player wants to go for a steal, handle who they're trying to steal from + else if (Input.GetKeyDown(stealLeft)) + { + Debug.Log(name + " is stealing from the player to the left of them"); + Choice = Choice.StealLeft; + readyText.enabled = true; + } + else if (Input.GetKeyDown(stealRight)) + { + Debug.Log(name + " is stealing from the player to the right of them"); + Choice = Choice.StealRight; + readyText.enabled = true; + } + + // Player wants to block + else if (Input.GetKeyDown(blockButton)) + { + Debug.Log(name + " is blocking"); + Choice = Choice.Block; + readyText.enabled = true; + } + } + } +} diff --git a/GDDImagineGame/Assets/Team2/scripts/PlayerController.cs.meta b/GDDImagineGame/Assets/Team2/scripts/PlayerController.cs.meta new file mode 100644 index 0000000..07b1938 --- /dev/null +++ b/GDDImagineGame/Assets/Team2/scripts/PlayerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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