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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.EventSystems;

public class GameController : MonoBehaviour {

    private CubePos nowCube = new CubePos(0, 1, 0);
    public float cubeChangePlaceSpeed = 0.5f;
    public Transform cubeToPlace;
    private float camMoveToYPosition, camMoveSpeed = 2f;

    public GameObject cubeToCreate, allCubes;
    public GameObject[] canvasStartPage;
    private Rigidbody allCubesRb;

    public Color[] bgColors;

    private bool IsLose, firstCube;

    private List<Vector3> allCubesPositions = new List<Vector3> {
        new Vector3(0, 0, 0),
        new Vector3(1, 0, 0),
        new Vector3(-1, 0, 0),
        new Vector3(0, 1, 0),
        new Vector3(0, 0, 1),
        new Vector3(0, 0, -1),
        new Vector3(1, 0, 1),
        new Vector3(-1, 0, -1),
        new Vector3(-1, 0, 1),
        new Vector3(1, 0, -1),
    };

    private int prevCountMaxHorizontal;
    private Transform mainCam;
    private Coroutine showCubePlace;

    private void Start() {
        mainCam = Camera.main.transform;
        camMoveToYPosition = 5.9f + nowCube.y - 1f;

        allCubesRb = allCubes.GetComponent<Rigidbody>();
        showCubePlace = StartCoroutine(ShowCubePlace());
    }

    private void Update() {
        if((Input.GetMouseButtonDown(0) || Input.touchCount > 0) && cubeToPlace != null && allCubes != null && !EventSystem.current.IsPointerOverGameObject()) {
#if !UNITY_EDITOR
            if (Input.GetTouch(0).phase != TouchPhase.Began)
                return;
#endif

            if (!firstCube) { 
                firstCube = true;
                foreach (GameObject obj in canvasStartPage)
                    Destroy(obj);
            }

            GameObject newCube = Instantiate(
                cubeToCreate, 
                cubeToPlace.position, 
                Quaternion.identity) as GameObject;

            newCube.transform.SetParent(allCubes.transform);
            nowCube.setVector(cubeToPlace.position);
            allCubesPositions.Add(nowCube.getVector());

            allCubesRb.isKinematic = true;
            allCubesRb.isKinematic = false;

            SpawnPositions();
            MoveCameraChangeBg();
        }

        if(!IsLose && allCubesRb.velocity.magnitude > 0.1f) {
            Destroy(cubeToPlace.gameObject);
            IsLose = true;
            StopCoroutine(showCubePlace);
        }

        
        
        mainCam.localPosition = Vector3.MoveTowards(mainCam.localPosition,
            new Vector3(mainCam.localPosition.x, camMoveToYPosition, mainCam.localPosition.z), 
            camMoveSpeed * Time.deltaTime);
    }

    IEnumerator ShowCubePlace() {
        while(true) {
            SpawnPositions();

            yield return new WaitForSeconds(cubeChangePlaceSpeed);
        }
    }

    private void SpawnPositions() {
        List<Vector3> positions = new List<Vector3>();
        if(IsPositionEmpty(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z))
            && nowCube.x + 1 != cubeToPlace.position.x)
            positions.Add(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z));
        if (IsPositionEmpty(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z))
            && nowCube.x - 1 != cubeToPlace.position.x)
            positions.Add(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z));
        if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z))
            && nowCube.y + 1 != cubeToPlace.position.y)
            positions.Add(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z));
        if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z))
            && nowCube.y - 1 != cubeToPlace.position.y)
            positions.Add(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z));
        if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1))
            && nowCube.z + 1 != cubeToPlace.position.z)
            positions.Add(new Vector3(nowCube.x,
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