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GameController.cs
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GameController.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using UnityEngine.Analytics;
public class GameController : MonoBehaviour {
public static float reach;
public float R = 1;
public static int maxIter;
public int maxNodes = 100;
public Transform home;
public GameObject endScreen;
public Text distText;
public Text scoreText;
private Transform currentSystem;
public static SortedList<int,Transform> claimedSystems = new SortedList<int,Transform>();
public static List<Transform> nodeInRadius = new List<Transform>();
public static SortedDictionary<float,Transform> distList = new SortedDictionary<float,Transform>();
private SortedList<float,float> distListKeys = new SortedList<float,float>();
private LineRenderer line;
private bool traverse;
private int faketime;
private int index;
private int i;
private float prevR;
private int civSize;
public static float totalLength;
private AnalyticsEventTracker eventTracker;
public static bool endGame;
private void Awake()
{
//DontDestroyOnLoad(home.gameObject);
//DontDestroyOnLoad(distText.gameObject);
//DontDestroyOnLoad(endScreen);
//foreach (Transform node in NodeGeneration.nodeList)
//{
// DontDestroyOnLoad(node.gameObject);
// float dist = Vector3.Distance(home.position, node.position);
// distList.Add(dist, node);
// distListKeys.Add(dist, dist);
//}
}
void Start () {
currentSystem = home;
civSize = 0;
claimedSystems.Add(civSize,home);
index = 1;
faketime = 0;
i = 1;
traverse = false;
endGame = false;
foreach (Transform node in NodeGeneration.nodeList)
{
float dist = Vector3.Distance(home.position, node.position);
distList.Add(dist, node);
distListKeys.Add(dist, dist);
}
line = GetComponent<LineRenderer>();
eventTracker = GetComponent<AnalyticsEventTracker>();
eventTracker.name = "TotalDistance";
distText.GetComponent<Text>();
distText.text = "Network Distance: 0ly";
}
void Update () {
R = Mathf.Clamp(R, 1f, R);
reach = R;
foreach (Transform node in NodeGeneration.nodeList)
{
if (Vector3.Distance(home.position, node.position) < R / 2f + 0.5f && !nodeInRadius.Contains(node))
{
nodeInRadius.Add(node);
node.GetChild(0).GetComponent<SpriteRenderer>().color = Color.white;
node.GetChild(0).GetComponent<Klak.Motion.ConstantMotion>().rotationSpeed = 20f;
}
}
//prevR = R;
//AreaExpansion();
ObjectClick();
GameArea();
if (claimedSystems.Count >= NodeGeneration.nodeList.Count) {
if (!endGame)
{
ReportFinalDist(totalLength);
}
//eventTracker.TriggerEvent();
distText.text = "";
scoreText.text = "Final Network Distance: " + Convert.ToString(Mathf.Round(totalLength))+"ly";
endScreen.SetActive(true);
endGame = true;
//Debug.Log("End game");
}
//Debug.Log(Time.fixedTime);
//Debug.Log(nodeInRadius.Count);
//Debug.Log(claimedSystems.Count);
//Debug.Log(NodeGeneration.nodeList.Count);
}
void ObjectClick() {
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
bool inRange = false;
if (Vector3.Distance(home.position, hit.transform.position) <= R / 2f + 0.5f || nodeInRadius.Count <= claimedSystems.Count)
{
inRange = true;
}
if (hit.transform.tag == "Node" && !claimedSystems.ContainsValue(hit.transform) && inRange)
{
civSize += 1;
claimedSystems.Add(civSize,hit.transform);
//hit.transform.GetChild(0).GetComponent<SpriteRenderer>().color = Color.white;
totalLength += Vector3.Distance(claimedSystems[civSize - 1].position, claimedSystems[civSize].position) + Vector3.Distance(home.position,claimedSystems[civSize].position);
traverse = true;
distText.text = "Network Distance: "+Convert.ToString(Mathf.Round(totalLength))+"ly";
}
}
}
void GameArea() {
float dist = Vector3.Distance(home.position, claimedSystems[civSize].position);
line.positionCount = claimedSystems.Count+1;
line.SetPosition(0, home.position);
if (traverse)
{
R = Mathf.Max(dist * 2f + 0.5f,R);
line.SetPosition(civSize, claimedSystems[civSize].position);
traverse = false;
}
}
void AreaExpansion() {
index = Mathf.Clamp(index, 1, NodeGeneration.nodeList.Count);
if (faketime % 100f == 0) traverse = true;
faketime++;
maxIter = maxNodes;
if (traverse)
{
float lowDist = distListKeys.Keys[index];
Transform prevSystem = currentSystem;
currentSystem = distList[lowDist];
R = lowDist*2f;
Debug.DrawRay(prevSystem.position, currentSystem.position);
//claimedSystems.Add(currentSystem);
prevSystem = currentSystem;
distList.Clear();
distListKeys.Clear();
index++;
traverse = false;
}
}
public void QuitGame() {
Application.Quit();
}
public void RestartGame() {
SceneManager.LoadScene("Universe");
}
public void ReportFinalDist (float finaldist) {
AnalyticsEvent.Custom("FinalDist", new Dictionary<string, object>
{
{ "totalLength", finaldist },
{ "time_elapsed", Time.timeSinceLevelLoad }
});
Debug.Log("exported score");
}
}