Files
real-shooter/Assets/Scripts/Managers/GameManager.cs

152 lines
5.5 KiB
C#
Executable File

using System;
using Unity.MLAgents;
using UnityEngine;
public class GameManager : MonoBehaviour
{
private static GameManager instance;
public static GameManager Instance => instance;
private static SimpleMultiAgentGroup defendersTeam = new SimpleMultiAgentGroup();
private static SimpleMultiAgentGroup attackersTeam = new SimpleMultiAgentGroup();
private void Awake()
{
if (instance is null)
instance = this;
else
{
Destroy(gameObject);
Debug.LogError("Only 1 Instance");
}
}
private void Start()
{
Academy.Instance.OnEnvironmentReset += ResetScene;
GlobalEventManager.onCaptureFlag += FlagCaptured;
GlobalEventManager.onTimeLeft += TimeOut;
var agents = GameObject.FindObjectsOfType<Agent>();
foreach (var item in agents)
{
var agent = item as NPC;
if (agent.GetCharacter.Team == Team.Attackers)
attackersTeam.RegisterAgent(item);
else
defendersTeam.RegisterAgent(item);
}
}
private static SimpleMultiAgentGroup getAgentList(Team team)
{
if (team == Team.Attackers)
return attackersTeam;
else
return defendersTeam;
}
public static bool IsCloserToEnemyThanToNextNavPoint(NavPoint navPoint, Vector3 currentTransform, Team oppositeTeam)
{
var agentGroup = getAgentList(oppositeTeam);
var distToNavPoint = (currentTransform - navPoint.Position).magnitude;
foreach (var agent in agentGroup.GetRegisteredAgents())
if (distToNavPoint > (currentTransform - agent.transform.position).magnitude)
return true;
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
if (distToNavPoint > (currentTransform - CharacterFactory.Instance.player.transform.position).magnitude)
return true;
}
return false;
}
public static bool IsEnemyNearby(Vector3 currentTransform, Team oppositeTeam)
{
var agentGroup = getAgentList(oppositeTeam);
foreach (var agent in agentGroup.GetRegisteredAgents())
if ((currentTransform - agent.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance)
return true;
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
if ((currentTransform - CharacterFactory.Instance.player.transform.position).magnitude < SettingsReader.Instance.GetSettings.ViewDistance)
return true;
}
return false;
}
public static bool IsCloserToFlagFromNextNavPoint(NavPoint navPoint, Vector3 currentTransform)
=> navPoint.FlagDistance < (currentTransform - GameObject.FindGameObjectWithTag("Flag").transform.position).magnitude;
public static bool IsHaveSeenByEnemy(Team oppositeTeam, Vector3 position)
{
var agentGroup = getAgentList(oppositeTeam);
RaycastHit rayHit = new RaycastHit();
foreach (var agent in agentGroup.GetRegisteredAgents() )
{
var npc = agent as NPC;
if (Physics.Raycast(position,
(npc.NpcBodyState.GetPointToHit(npc.gameObject) - position).normalized,
out rayHit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (rayHit.collider.gameObject.GetComponent<ICharacter>() != null)
return true;
}
}
if ((SettingsReader.Instance.GetSettings.HasHumanAttacker == true && oppositeTeam == Team.Attackers) ||
(SettingsReader.Instance.GetSettings.HasHumanDefender == true && oppositeTeam == Team.Defenders))
{
var player = CharacterFactory.Instance.player;
if (Physics.Raycast(position,
(player.GetComponent<MeshRenderer>().bounds.center - position).normalized,
out rayHit,
SettingsReader.Instance.GetSettings.ViewDistance))
{
if (rayHit.collider.gameObject.GetComponent<ICharacter>() != null)
return true;
}
}
return false;
}
private void FlagCaptured(Team team)
{
switch (team)
{
case Team.Attackers:
Debug.Log("Attackers Win");
ResetScene();
break;
case Team.Defenders:
Debug.Log("Defenders Win");
ResetScene();
break;
}
ResetScene();
}
private void TimeOut()
{
ResetScene();
}
private void OnDestroy()
{
GlobalEventManager.onCaptureFlag -= FlagCaptured;
GlobalEventManager.onTimeLeft -= TimeOut;
}
public static event Action OnResetScene;
private void ResetScene()
{
Debug.Log("Scene Reset");
OnResetScene?.Invoke();
}
}