|
|
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using System.Linq.Expressions;
- using UnityEngine;
- using UnityEngine.InputSystem;
-
- public class HerdController : MonoBehaviour
- {
-
- [SerializeField]
- private GameObject Prefab;
-
- [SerializeField]
- private int HerdCount = 50;
-
- [SerializeField]
- private Transform SpawnPoint;
-
- [SerializeField]
- private float WaitTime;
-
- [SerializeField]
- public Transform Centre;
-
- private float lastTime;
- public List<PlayerController> Herd;
- private Vector2 recievedInput;
-
- public GameStateController GameState;
- public BallController Ball;
-
-
- void Start()
- {
- GameState = FindObjectOfType<GameStateController>();
- SpawnHerd();
- }
-
- //Recieved movement input from player
- private void OnMovement(InputValue value)
- {
- Vector2 input = value.Get<Vector2>();
- if (input.magnitude > 0)
- input = input.normalized;
-
- Herd.ForEach(p => p.SetMovement(input));
- recievedInput = input;
-
- Ball.GetInput(input);
- }
-
- private void OnReset(InputValue value)
- {
- UnityEngine.SceneManagement.SceneManager.LoadScene("CaseyTest");
- }
-
- private void OnSprint(InputValue value)
- {
- int input = (int)value.Get<float>();
- Debug.Log("Sprint: " + input);
-
- if (input == 1)
- {
- Ball.EatHorse = true;
- Ball.transform.position = Centre.position;
- }
- else
- {
- Ball.EatHorse = false;
- }
- }
-
-
- private Vector3 GetCentre()
- {
- Vector3 centreofMass = Vector3.zero;
- int CountedHorses = 0;
- foreach (PlayerController horse in Herd)
- {
- if (horse.isGrounded || Time.time < 5)
- {
- centreofMass += horse.transform.position;
- CountedHorses++;
-
- }
- }
-
- if (CountedHorses != 0)
- {
- return centreofMass / CountedHorses;
- }
- else
- {
- return Vector3.one;
- }
- }
-
- [ContextMenu("Spawn")]
- private void SpawnHerd()
- {
- float radius = 0;
- GameObject prefabExample = Instantiate(Prefab);
- Bounds bound = prefabExample.GetBounds();
- Debug.Log(bound.size);
- Destroy(prefabExample);
-
- if (Herd != null)
- Herd.ForEach(p => Destroy(p));
- Herd = new List<PlayerController>();
-
- for (int i = 0; i < HerdCount; i++)
- {
-
-
-
- int SpawnAttempt = 0;
- while (true)
- {
-
- Vector3 position = Vector3.ProjectOnPlane(Random.onUnitSphere, Vector3.up) * radius;
- Quaternion rotation = Quaternion.identity;
- if (SpawnPoint != null)
- position += SpawnPoint.position;
-
- if (SpawnPositionValid(position, rotation, bound))
- {
- GameObject newObject = Instantiate(Prefab, position, rotation, transform);
- foreach (MeshRenderer mr in newObject.GetComponentsInChildren<MeshRenderer>())
- {
- mr.material.color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), 1);
- }
-
- Herd.Add(newObject.GetComponent<PlayerController>());
-
-
- break;
- }
-
-
- SpawnAttempt++;
- if (SpawnAttempt % 10 == 0)
- {
- radius += bound.size.magnitude;
- }
- if (SpawnAttempt == 100)
- break;
- }
-
-
-
-
- }
- Debug.Log("Total Spawned: " + Herd.Count);
- }
-
- public void FixedUpdate()
- {
- if (recievedInput.magnitude > 0 && lastTime + WaitTime < Time.time)
- {
- Herd.ForEach(p => p.MoveObject(WaitTime));
- lastTime = Time.time;
-
- }
-
- if (Herd?.Count > 0)
- {
- Bounds bound = new Bounds(Herd[0].transform.position, Vector3.zero);
- Vector3 centreofMass = Vector3.zero;
- int CountedHorses = 0;
- foreach (PlayerController horse in Herd)
- {
- if (horse.isGrounded || Time.time < 5)
- {
- bound.Encapsulate(horse.transform.position);
- centreofMass += horse.transform.position;
- CountedHorses++;
-
- }
- }
- if (CountedHorses != 0)
- {
- Centre.position = centreofMass / CountedHorses;
- Centre.localScale = bound.size * 0.75f;
- }
- }
- else
- {
- GameState.LoseState();
- }
- }
-
- public void RemoveHorse(PlayerController horse)
- {
- Herd.Remove(horse);
- Destroy(horse.gameObject);
- }
-
- public int HerdAmount()
- {
- return Herd.Count();
- }
-
-
- private bool SpawnPositionValid(Vector3 position, Quaternion rotation, Bounds bound)
- {
- Collider[] colliders = Physics.OverlapBox(position, bound.extents, rotation);
-
- Debug.DrawLine(position, position + Vector3.up);
-
- foreach (Collider col in colliders)
- {
- if (col.GetComponentInChildren<PlayerController>())
- return false;
- if (col.GetComponentInParent<PlayerController>())
- return false;
- }
-
- return true;
- }
-
-
-
-
-
-
-
-
- }
|