gimm-platformer-project/Assets/Scripts/Tetromino.cs

127 lines
4 KiB
C#

using UnityEngine;
using UnityEngine.SceneManagement;
using Random = UnityEngine.Random;
public class Tetromino : MonoBehaviour
{
public float timeBetweenSteps;
public bool active = true;
private TetrominoUserControl tetrominoUserControl;
private TetrominoSpawnManager tetrominoSpawnManager;
private float stepTimer = 0.0f;
private bool wouldCollide = false;
private Color[] tetrominoColors = new Color[7]
{
new Color(0.05f,0.04f,0.36f,1),
new Color(0.54f,0.31f,0.04f,1),
new Color(0.54f,0.20f,0.04f,1),
new Color(0,0.30f,0.04f,1),
new Color(0.02f,0.27f,0.34f,1),
new Color(0.28f,0.02f,0.36f,1),
new Color(0.53f,0,0.04f,1)
};
private Color[] overlayColors = new Color[7]
{
new Color(0.31f,0.5f,0.66f,1),
new Color(0.82f,0.66f,0.19f,1),
new Color(0.82f,0.42f,0.19f,1),
new Color(0.55f,0.76f,0.18f,1),
new Color(0.24f,0.49f,0.57f,1),
new Color(0.44f,0.14f,0.54f,1),
new Color(0.79f,0.20f,0.23f,1)
};
// Start is called before the first frame update
void Start()
{
tetrominoSpawnManager = FindObjectOfType<TetrominoSpawnManager>();
tetrominoUserControl = FindObjectOfType<TetrominoUserControl>();
tetrominoUserControl.setActiveTetromino(gameObject);
//set tetromino color to a random pairing
int newColor = Random.Range(1, 7);
foreach (Transform child in transform)
{
//First the tetromino base color
child.GetComponent<SpriteRenderer>().color = tetrominoColors[newColor];
//then the overlay
child.GetChild(0).GetComponent<SpriteRenderer>().color = overlayColors[newColor];
}
}
// Update is called once per frame
void Update()
{
stepTimer += Time.deltaTime;
if (stepTimer >= timeBetweenSteps && active)
{
stepTimer = stepTimer - timeBetweenSteps;
nextStep();
}
}
void nextStep()
{
//I want to run this for each piece of the tetromino.
foreach (Transform child in transform)
{
if (checkFallCollision(child))
{
wouldCollide = true;
break;
}
}
if (wouldCollide == false)
{
Fall();
}
else
{
GetComponent<AudioSource>().Play();
active = false;
tetrominoUserControl.unsetActiveTetromino();
tetrominoSpawnManager.spawnTetromino();
}
}
private bool checkFallCollision(Transform pieceToCheck) //returns true if the next step collides with something
{
//Cast a ray to the next position of the tetromino.
//NOTE: disabled "Queries Start in Colliders" in Project Settings>Physics 2D (thank you again, Tavi).
RaycastHit2D collision = Physics2D.Raycast(pieceToCheck.position, Vector2.down, 1.0f);
//Only go further if the ray collided with something, and if that something is not another
//piece of the same tetromino.
if (collision.collider != null && collision.collider.transform.parent != pieceToCheck.parent)
{
Debug.Log("Collided with object: " + collision.collider.name);
//We hit something, but we only want to collide with the ground or other tetrominoes.
if (collision.collider.CompareTag("Ground") || collision.collider.CompareTag("Tetromino") || collision.collider.CompareTag("Platform"))
{
ScoreCounter.scoreAmount += 100;
return true;
}
//We do also want to check if we're crushing the player.
if (collision.collider.CompareTag("Player"))
{
SceneManager.LoadScene("loseScreen");
}
}
return false;
}
void Fall()
{
transform.position += Vector3.down * 1.0f;
}
}