Space-Smash-Out/Assets/Scripts/MatchLogic.cs
Jakob Feldmann 64162cb4a1 feat: whole project restructuring
This can be seen as the initial state of the project after the released demo.

The changes include:
- New ship models
- Singleton manager structure to keep project scaleable in the future
     - Managing players, their settings, character choices, statistics, match setups, controls etc. in a separate decoupled scene
- Main menu with transitions to the arena scene
- Beginnings of a custom audio solution
- Logging with Log4Net

It is really a complete overhaul of the projects structure and management.
2024-04-01 23:06:39 +02:00

82 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Managers;
using TMPro;
using UnityEditor;
using UnityEngine.InputSystem;
namespace GameLogic
{
public static class MatchLogic
{
public static MatchRule currentRule;
public static MatchResult UpdateMatchResult(Player p, MatchConditionUpdate args, Dictionary<Player, MatchPlayerStatistic> mps)
{
switch (args.Condition)
{
case WinCondition.Lives:
UpdateLives(mps[p], args.count);
break;
case WinCondition.Score:
UpdateScore(mps[p], args.count);
break;
case WinCondition.Time:
UpdateTime(mps[p], args.count);
break;
}
return DetectMatchResult(mps);
}
public static void UpdateLives(MatchPlayerStatistic mps, int count)
{
mps.Lives += count;
if (mps.Lives <= 0)
{
mps.IsOut = true;
}
}
public static void UpdateScore(MatchPlayerStatistic mps, int count)
{
throw new NotImplementedException();
}
public static void UpdateTime(MatchPlayerStatistic mps, int count)
{
throw new NotImplementedException();
}
/// <summary>
/// Detects if a match has concluded.
/// Currently only checks if all but on player is out.
/// </summary>
/// <param name="mps">Dictonary of the players and their match data.</param>
/// <returns>Match result object, if the match has concluded</returns>
private static MatchResult DetectMatchResult(Dictionary<Player, MatchPlayerStatistic> mps)
{
int outPlayers = mps.Count(p => p.Value.IsOut);
if (outPlayers == mps.Count - 1)
{
return new MatchResult(mps);
}
return null;
}
}
/// <summary>
/// Data class which records the results of a Match
/// </summary>
public class MatchResult
{
public Player Winner { get; private set; }
public List<Player> Opponents { get; private set; }
public GUID GameID { get; private set; }
public MatchResult(Dictionary<Player, MatchPlayerStatistic> mps)
{
GameID = GUID.Generate();
Winner = mps.First(p => p.Value.IsOut != true).Key;
Opponents = mps.Keys.Where(player => player != Winner).ToList();
}
}
}