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using System;
using UnityEngine;
using UnityEngine.UI;

namespace Controllers
{
  /// <summary>
  /// The controller for the basketball-game logic.
  /// </summary>
  public class GameController : MonoBehaviour
  {
    private State state = State.JumpBall; // A basketball game always starts with a jump ball.
    internal Animator BallAnimation;

    public Player player;
    public Player enemy;

    private float startTime;
    [SerializeField] private float timeLimit;
    
    /// <summary>
    /// The single ball for the game.
    /// </summary>
    [SerializeField] public Ball ball;

    [Header("Hoops")]
    [SerializeField] public Hoop PlayerHoop;
    [SerializeField] public Hoop EnemyHoop;

    [Header("SFX")]
    [SerializeField] public AudioSource dribbleSound;

    [Header("UI")]
    [SerializeField] private Text playerScoreText;
    [SerializeField] private Text enemyScoreText;
    [SerializeField] private Text timerText;

    private void Awake()
    {
      player = new Player { isEnemy = false, controller = this };
      enemy = new Player { isEnemy = true, controller = this };
      ball.controller = this;
      PlayerHoop.controller = this;
      EnemyHoop.controller = this;
      BallAnimation = ball.GetComponentInChildren<Animator>();
    }

    private void Start()
    {
      startTime = Time.time;
    }

    private void Update()
    {
      UpdateUI();
    }

    private void UpdateUI()
    {
      playerScoreText.text = $"{player.score}";
      enemyScoreText.text = $"{enemy.score}";

      var remaining = TimeSpan.FromSeconds(timeLimit - (Time.time - startTime));
      timerText.text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
    }
    
    public struct Player
    {
      /// <summary>
      /// Whether this player is the AI-enemy.
      /// </summary>
      internal bool isEnemy;
      
      /// <summary>
      /// A back-reference to the containing GameController.
      /// </summary>
      internal GameController controller;
      
      internal int score;

      private Vector2 lastShotPosition;
      public void Score(Vector2 Rim)
      {
        if (Vector2.Distance(lastShotPosition, Rim) >= 10)
        {
          score += 3;
        }
        else
        {
          score += 2;
        }
      }

      private State dribble => isEnemy ? State.EnemyDribble : State.PlayerDribble;
      private State shoot => isEnemy ? State.EnemyShoot : State.PlayerShoot;

      private Hoop hoop => isEnemy ? controller.EnemyHoop : controller.PlayerHoop;

      public bool HasBall => controller.state == dribble;

      /// <summary>
      /// When dribbling, move the ball with the player.
      /// </summary>
      /// <param name="handPosition">The position of the hand dribbling the ball.</param>
      public void Move(Vector2 handPosition)
      {
        if (controller.state == (isEnemy ? State.EnemyDribble : State.PlayerDribble)) // Make sure they're dribbling.
          controller.ball.transform.position = handPosition; // TODO: Make this perform a dribbling motion, otherwise it looks like they're travelling.
      }

      /// <summary>
      /// Grab the ball if possible given the current game state.
      /// </summary>
      /// <param name="handPosition">The position of the hand to attempt grabbing from.</param>
      /// <returns>Whether or not the ball was able to be picked up.</returns>
      public bool GrabBall(Vector2 handPosition)
      { 
        // Don't allow the ball to be picked up if someone shot it. Also don't try picking it up if we're already holding it.
        if (controller.state == shoot || controller.state == dribble) return false;
        
        // Make sure its within their grab area.
        if (Vector2.Distance(controller.ball.transform.position, handPosition) >= 1f) return false;
        
        controller.state = dribble;
        controller.BallAnimation.enabled = false;
        controller.dribbleSound.Play();
        Move(handPosition);

        controller.ball.Rigidbody.bodyType = RigidbodyType2D.Kinematic;
        
        return true;
      }

      /// <summary>
      /// Shoot the ball if possible.
      /// </summary>
      /// <param name="playerTransform"></param>
      /// <param name="time"></param>
      /// <returns>Whether or not the ball was shot</returns>
      public bool Shoot(Transform playerTransform, float time)
      {
        if (controller.state != dribble) return false; // We must be dribbling the ball to shoot it.
        controller.BallAnimation.enabled = true;
        controller.dribbleSound.Stop();
        controller.state = shoot;
        controller.ball.Rigidbody.bodyType = RigidbodyType2D.Dynamic;
        controller.ball.Shoot(hoop.transform.position, time);
        lastShotPosition = playerTransform.position;
        return true;
      }
    }

    internal void BallDropped()
    {
      BallAnimation.enabled = true;
      dribbleSound.Stop();
      ball.Rigidbody.bodyType = RigidbodyType2D.Dynamic;
      state = State.Idle;
    }

    internal enum State
    {
      Idle,
      JumpBall,
      PlayerDribble,
      PlayerShoot,
      EnemyDribble,
      EnemyShoot,
    }
  }

  internal static class GameControllerStateExtensions
  {
    internal static bool IsShot(this GameController.State state)
    {
      return state == GameController.State.EnemyShoot || state == GameController.State.PlayerShoot;
    }
    
    internal static bool IsDribble(this GameController.State state)
    {
      return state == GameController.State.EnemyDribble || state == GameController.State.PlayerDribble;
    }
  }
}