DeltaVR/Assets/Scripts/Bow/ArcheryRange.cs

104 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Bow
{
public class ArcheryRange : MonoBehaviour
{
public Transform targetStartPosition;
public Transform targetEndPosition;
public GameObject targetPrefab;
public StartTarget startTarget;
public Vector3 minRandomOffset = new Vector3(0f, 0f, -5f);
public Vector3 maxRandomOffset = new Vector3(0f, 0f, 5f);
public float roundLength = 60f;
public float targetSpawnTime = 3f;
private List<ArcheryTarget> _targets;
private float _score;
private float _maxScore;
private float _roundEndTime;
private float _nextTargetTime;
private float _startEndDistance;
private bool _roundActive;
// Start is called before the first frame update
void Start()
{
_roundActive = false;
_targets = new List<ArcheryTarget>();
_score = 0;
_maxScore = 0;
_roundEndTime = 0f;
_startEndDistance = Vector3.Distance(targetStartPosition.position, targetEndPosition.position);
}
// Update is called once per frame
void Update()
{
if (!_roundActive) return;
if (Time.time >= _roundEndTime + roundLength)
{
Reset();
}
else
{
if (Time.time >= _nextTargetTime)
{
_nextTargetTime = Time.time + targetSpawnTime;
SpawnTarget();
}
}
}
private void SpawnTarget()
{
var randomPos = targetStartPosition.position + new Vector3(
Random.Range(minRandomOffset.x, maxRandomOffset.x),
Random.Range(minRandomOffset.y, maxRandomOffset.y), Random.Range(minRandomOffset.z, maxRandomOffset.z));
var prefab = Instantiate(targetPrefab, randomPos, Quaternion.identity, null);
prefab.transform.Rotate(new Vector3(0, -90, 0));
ArcheryTarget target = prefab.GetComponent<ArcheryTarget>();
target.endPosition = targetEndPosition.position;
target.archeryRange = this;
_targets.Add(target);
}
public void Reset()
{
foreach (var target in _targets.Where(target => target != null))
{
Destroy(target.gameObject);
}
_targets = new List<ArcheryTarget>();
if (_maxScore < _score) _maxScore = _score;
_score = 0;
Debug.Log(_maxScore);
startTarget.ShowTarget();
_roundActive = false;
}
public void StartRound()
{
_roundEndTime = Time.time + roundLength;
_nextTargetTime = Time.time;
_roundActive = true;
}
public void AddScore(float distance)
{
_score += _startEndDistance - (_startEndDistance - distance);
Debug.Log(_score);
}
}
}