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LevelManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LevelManager : MonoBehaviour
{
public static LevelManager Instance;
public Level myLevel;
public PlayerController player;
[SerializeField]
PlayerMovement playerPrefab;
public List<PlayerActions> playerActions;
public List<Block> currentTiles;
public float timeBetweenTileReveal;
public float timeBetweenTileFall;
public float timeBetweenActions;
public bool shouldChangeModel;
public Coroutine playerSpawnCoroutine;
public Coroutine restartCoroutine;
public Dictionary<int, List<char>> levelSolutions;
public Dictionary<int, List<char>> levelMoves;
public void Awake()
{
if(Instance == null)
{
Instance = this;
}
else
{
Destroy(this.gameObject);
}
myLevel = GetComponent<Level>();
levelLoaderJSON = GetComponent<LevelLoaderJSON>();
}
public void Start()
{
if (playRoutineOnStart)
{
StartCoroutine(StartLevel());
}
}
public void Update()
{
if (Input.GetButtonDown(KeyCode.Space.ToString()))
{
StartSpawnPlayer((myLevel.spawnX,myLevel.spawnY));
}
}
public void AddLevelSolutions(List<char> solution)
{
if(levelSolutions == null)
{
levelSolutions = new Dictionary<int, List<char>>();
}
if (levelSolutions.ContainsKey(myLevel.levelIndex))
{
levelSolutions[myLevel.levelIndex] = solution;
AddLevelMoves(solution);
}
else
{
levelSolutions.Add(myLevel.levelIndex, solution);
AddLevelMoves(solution);
}
}
public void AddLevelMoves(List<char> moves)
{
if (levelMoves == null)
{
levelMoves = new Dictionary<int, List<char>>();
}
if (levelMoves.ContainsKey(myLevel.levelIndex))
{
levelMoves[myLevel.levelIndex].AddRange(moves);
}
else
{
levelMoves.Add(myLevel.levelIndex, moves);
}
}
public Coroutine StartSpawnPlayer((int x, int z) pos)
{
if(playerSpawnCoroutine != null)
{
return playerSpawnCoroutine;
}
return playerSpawnCoroutine = StartCoroutine(SpawnPlayer(pos));
}
public IEnumerator SpawnPlayer((int x, int z) pos)
{
yield return playerPrefab.Spawn(pos.x, pos.z);
playerSpawnCoroutine = null;
PlayerController player = FindObjectOfType<PlayerController>();
player.OnPlayerDie += StartRestartLevelCoroutine;
}
public bool playRoutineOnStart;
public IEnumerator StartLevel()
{
yield return StartCoroutine(myLevel.StartLevel());
StartCoroutine(PlayPlayerAction());
}
public IEnumerator PlayPlayerAction()
{
List<PlayerActions> temp = new List<PlayerActions>();
temp.AddRange(playerActions);
int index = 0;
while(index < temp.Count)
{
if (player.isMoving() && !player.myPlayerMovement.CanMove())
{
yield return null;
}
else
{
PlayerActions action = temp[index];
player.ProcessAction(action);
Debug.Log("Process : " + action);
index++;
yield return new WaitForSeconds(0.3f);
if(action == PlayerActions.Validate)
{
StartCoroutine(FinishLevel());
break;
}
if(shouldChangeModel){
player.modelHolder.NextModel();
}
yield return new WaitForSeconds(timeBetweenActions);
}
}
}
public Block GetTileAt(Vector2 pos)
{
return myLevel.GetTileAt(pos);
}
public Block GetTileFromIndex(int index)
{
return myLevel.GetTileFromIndex(index);
}
public void StartRestartLevelCoroutine()
{
if(restartCoroutine != null)
{
return;
}
restartCoroutine = StartCoroutine(RestartLevelCoroutine());
}
public IEnumerator RestartLevelCoroutine()
{
yield return new WaitForSeconds(0.6f);
yield return StartCoroutine(TilesFall());
yield return new WaitForSeconds(0.6f);
yield return myLevel.StartLevelCoroutine();
restartCoroutine = null;
}
public IEnumerator TilesFall()
{
List<Block> temp = new List<Block>();
temp.AddRange(FindObjectsOfType<Block>());
int index = 0;
// Debug.Log("numbers of tiles : " + temp.Count);
int count = temp.Count;
for (int i = 0; i < count; i++)
{
index = Random.Range(0, temp.Count);
if (temp[index] != null)
{
temp[index].Fall();
}
temp.RemoveAt(index);
yield return new WaitForSeconds(timeBetweenTileFall);
}
}
public IEnumerator FinishLevel()
{
List<Block> temp = new List<Block>();
temp.AddRange(currentTiles);
int index = 0;
// Debug.Log("numbers of tiles : " + temp.Count);
int count = 0;
for (int i = 0; i < currentTiles.Count; i++)
{
index = Random.Range(0, temp.Count);
temp[index].Hide(false);
temp.RemoveAt(index);
yield return new WaitForSeconds(timeBetweenTileReveal);
count++;
}
// Debug.Log("numbers of iterations : " + count);
}
public bool IsPlayerOnTeleporter(Vector2 pos1, Vector2 pos2)
{
return myLevel.IsPlayerOnTeleporter(pos1, pos2);
}
public Vector2 GetOtherTeleporter(TeleporterBlock myTeleporter)
{
return myLevel.GetOtherTeleporter(myTeleporter);
}
public bool IsPlayerPosOutOfBound(Vector2 pos1)
{
return myLevel.IsPlayerPosOutOfBound(pos1);
}
public bool IsPlayerOnSoftSwitch(Vector2 pos1, Vector2 pos2)
{
return myLevel.IsPlayerOnSoftSwitch(pos1, pos2);
}
public bool IsPlayerOnHardSwitch(Vector2 pos1, Vector2 pos2)
{
return myLevel.IsPlayerOnHardSwitch(pos1, pos2);
}
public bool HasPlayerWin(Vector2 pos1, Vector2 pos2)
{
return myLevel.HasPlayerWin(pos1, pos2);
}
public bool IsOnUnstableTile(Vector2 pos1, Vector2 pos2)
{
return myLevel.IsOnUnstableTile(pos1, pos2);
}
}