196 lines
6.0 KiB
C#
196 lines
6.0 KiB
C#
using UnityEngine;
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using TMPro; // Import TextMeshPro namespace
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using System.Collections.Generic;
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using Unity.Cinemachine; // Make sure you have the Cinemachine package installed
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public class RaceManager : MonoBehaviour
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{
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public static RaceManager Instance;
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[Header("Race Settings")]
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[Tooltip("Total number of laps needed to finish the race.")]
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public int totalLaps = 3;
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[Tooltip("Total number of checkpoints in the race.")]
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public int numberOfCheckpoints = 0;
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[Header("Finish Line Settings")]
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[Tooltip("Assign the finish line object (with a trigger collider) here.")]
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public Transform finishLine;
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[Header("UI Elements")]
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[Tooltip("Assign the Text UI component to display player's position.")]
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public TextMeshProUGUI playerPositionText;
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[Tooltip("Assign the Text UI component to display laps left.")]
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public TextMeshProUGUI lapsLeftText;
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[Tooltip("Reference to the player's vehicle.")]
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public GameObject playerVehicle;
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[Header("Post-Race Settings")]
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[Tooltip("Assign the Cinemachine virtual camera.")]
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public CinemachineCamera victoryCamera;
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[Tooltip("Assign the Cinemachine player camera.")]
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public CinemachineCamera playerCamera;
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[Tooltip("Canvas displayed after the race finishes.")]
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public GameObject postRaceCanvas;
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[Tooltip("Canvas displayed after the race finishes.")]
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public GameObject playerUI;
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private List<RacerProgress> racers = new List<RacerProgress>();
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public bool raceFinished = false;
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public string winnerName = "";
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private RacerProgress playerProgress;
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private string[] placeMapping = { "1st", "2nd", "3rd" };
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void Awake()
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{
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if (Instance == null)
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Instance = this;
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else
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Destroy(gameObject);
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}
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void Start()
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{
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GameObject[] racerObjects = GameObject.FindGameObjectsWithTag("Racer");
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foreach (GameObject racer in racerObjects)
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{
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RacerProgress progress = racer.GetComponent<RacerProgress>();
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if (progress != null)
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{
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racers.Add(progress);
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}
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}
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if (playerVehicle != null)
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{
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playerProgress = playerVehicle.GetComponent<RacerProgress>();
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}
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// Initialize UI
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if (playerProgress != null)
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UpdateLapsLeftUI();
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if (postRaceCanvas != null)
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postRaceCanvas.SetActive(false); // Make sure the post-race canvas is initially hidden
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}
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void Update()
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{
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if (playerProgress != null && !raceFinished)
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{
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int playerPosition = GetPlayerPosition();
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UpdatePositionUI(playerPosition);
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UpdateLapsLeftUI(); // Continuously update the lap counter
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}
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}
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/// <summary>
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/// Returns the player's current position among all racers.
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/// </summary>
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private int GetPlayerPosition()
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{
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racers.Sort((r1, r2) => GetRacerProgressValue(r2).CompareTo(GetRacerProgressValue(r1)));
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for (int i = 0; i < racers.Count; i++)
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{
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if (racers[i] == playerProgress)
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return i + 1; // Position is 1-based
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}
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return racers.Count;
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}
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/// <summary>
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/// Updates the UI element to show the player's current race position.
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/// </summary>
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private void UpdatePositionUI(int position)
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{
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if (position < 4)
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{
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playerPositionText.text = placeMapping[position - 1];
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}
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else
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{
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playerPositionText.text = position + "th";
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}
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}
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/// <summary>
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/// Updates the laps left UI element based on the player's current progress.
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/// </summary>
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private void UpdateLapsLeftUI()
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{
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int lapsLeft = Mathf.Max(totalLaps - playerProgress.lapCount, 0);
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lapsLeftText.text = "Laps Left: " + lapsLeft;
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}
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/// <summary>
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/// Calculates the progress value for a racer based on laps and checkpoints.
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/// </summary>
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private float GetRacerProgressValue(RacerProgress rp)
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{
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return rp.lapCount * numberOfCheckpoints + rp.currentCheckpointIndex;
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}
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public void CheckFinish(RacerProgress rp)
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{
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if (rp.lapCount >= totalLaps && !raceFinished)
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{
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raceFinished = true;
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winnerName = rp.gameObject.name;
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Debug.Log("Race Finished! Winner: " + winnerName);
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// Trigger post-race events
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TriggerPostRaceEvents();
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}
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}
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/// <summary>
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/// Handles post-race actions like freezing time, updating the camera, and displaying the UI.
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/// </summary>
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private void TriggerPostRaceEvents()
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{
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// Move the Cinemachine camera to the front of the player's vehicle
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if (victoryCamera != null && playerVehicle != null && playerCamera != null)
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{
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victoryCamera.gameObject.SetActive(true);
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playerCamera.gameObject.SetActive(false);
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}
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// Show the post-race canvas
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if (postRaceCanvas != null)
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{
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postRaceCanvas.SetActive(true);
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}
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// Show the post-race canvas
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if ( playerUI != null)
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{
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playerUI.SetActive(false);
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}
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foreach (RacerProgress racer in racers)
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{
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Rigidbody rb = racer.GetComponent<Rigidbody>();
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if (rb != null)
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{
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rb.linearVelocity = Vector3.zero; // Stop any current motion
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rb.angularVelocity = Vector3.zero; // Stop any rotation
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rb.constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotation;
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}
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Rigidbody childRb = racer.GetComponentInChildren<Rigidbody>();
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if (rb != null)
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{
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rb.linearVelocity = Vector3.zero; // Stop any current motion
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rb.angularVelocity = Vector3.zero; // Stop any rotation
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rb.constraints = RigidbodyConstraints.FreezePosition | RigidbodyConstraints.FreezeRotation;
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}
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}
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}
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}
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