Files
PacManUdon/Assets/Scripts/CollisionManager.cs
2026-06-23 14:45:30 +02:00

287 lines
9.1 KiB
C#

using System;
using UnityEngine;
namespace Marro.PacManUdon
{
enum EatResult
{
None,
Pellet,
PowerPellet
}
public class CollisionManager : SyncedObject
{
public int PelletCount => pellets.Length;
private GameManager gameManager;
private BonusFruit bonusFruit;
private Pellet[] pellets;
private Animator[] powerPellets;
private Ghost[] ghosts;
private byte[] collisionMap;
private int[] pelletIndices;
private const int mazeWidth = 32;
private const int mazeHeight = 32;
private bool powerPelletBlinkEnabled;
private float powerPelletBlinkToggleInterval;
private float powerPelletBlinkProgress;
private bool powerPelletBlinkCurrentlyVisible;
private byte[] pelletMap;
private byte[] syncedPelletsCollected;
private byte pelletCollectedCount;
private int[] ghostPositions = new int[4];
private int pacManPosition;
private bool frozen;
public void Initialize(GameManager gameManager, BonusFruit bonusFruit, Ghost[] ghosts)
{
this.gameManager = gameManager;
this.bonusFruit = bonusFruit;
this.ghosts = ghosts;
gameObject.SetActive(true);
pellets = GetComponentsInChildren<Pellet>(includeInactive: true);
powerPellets = GetComponentsInChildren<Animator>(true);
powerPelletBlinkToggleInterval = PacManConstants.GetPowerPelletBlinkToggleInterval();
collisionMap = PacManConstants.GetMazeCollisionInfo();
pelletIndices = PacManConstants.GetMazePelletIndices();
Reset();
}
public void Reset()
{
SetPowerPelletsBlink(false);
RestoreAllPellets();
}
internal void SetFrozen(bool frozen)
{
this.frozen = frozen;
if (!frozen)
{
SetPowerPelletsBlink(true);
}
}
#region Collision
public bool IsWallUpcoming(Vector2 position, Vector2 directionVector)
{
var index = GetTilemapIndex(position + directionVector);
var tile = collisionMap[index];
var result = (tile & (int)PacManCollisionInfoType.Wall) != 0;
//Debug.Log($"IsWallUpcoming {position}, {directionVector}. index {index}, tile {tile}, result {result}, collisionMap.Length {collisionMap.Length}");
return result;
}
public bool GhostMoveToTile(Vector2 position, int ghostIndex)
{
var tile = GetTilemapIndex(position);
ghostPositions[ghostIndex] = tile;
if (!frozen && tile == pacManPosition)
{
//Debug.Log("Ghost hit PacMan!");
ghosts[ghostIndex].HitPacMan();
}
return (collisionMap[tile] & (int)PacManCollisionInfoType.Tunnel) != 0;
}
internal EatResult PacManMoveToTile(Vector2 position, Vector2 nextPosition)
{
var tilemapIndex = GetTilemapIndex(nextPosition);
var tile = pelletMap[tilemapIndex];
pacManPosition = tilemapIndex;
if (!frozen)
{
PacManTryEatGhost();
}
TryCollectFruit(tile, position);
return TryCollectPellet(tile, tilemapIndex);
}
internal void PacManTryEatGhost()
{
for (int i = 0; i < ghosts.Length; i++)
{
if (ghostPositions[i] != pacManPosition)
{
continue;
}
if (ghosts[i].HitPacMan()) // Only one collision may happen at a time
{
//Debug.Log("PacMan hit ghost!");
return;
}
}
}
private void TryCollectFruit(int tile, Vector2 position)
{
if (tile != (int)PacManConsumableType.FruitLeft && tile != (int)PacManConsumableType.FruitRight
|| !bonusFruit.Active)
{
return;
}
var previousTile = pelletMap[GetTilemapIndex(position)];
//Debug.Log($"On fruit tile {tile}, previous tile was {previousTile}. Position {position}, nextPosition {nextPosition}");
if (tile == (int)PacManConsumableType.FruitLeft && previousTile == (int)PacManConsumableType.FruitRight
|| tile == (int)PacManConsumableType.FruitRight && previousTile == (int)PacManConsumableType.FruitLeft)
{
//Debug.Log("Collecting fruit");
gameManager.GotFruit();
}
}
public int GetAvailableDirections(Vector2 position)
{
var directions = collisionMap[GetTilemapIndex(position)];
return directions;
}
internal static int GetTilemapIndex(Vector2 position)
{
// (int)position.x %% mazeWidth + (int)position.y %% mazeHeight * mazeWidth, where %% is an absolute modulo
// Absoliute modulo in this case is implemented by just adding the divisor, works good enough and is performant.
var index = ((int)position.x + mazeWidth) % mazeWidth + ((int)position.y + mazeHeight) % mazeHeight * mazeWidth;
return index;
}
#endregion
#region Pellet collecting
private EatResult TryCollectPellet(int tile, int tilemapIndex)
{
if (tile < 0 || tile >= pellets.Length)
{
return EatResult.None;
}
pelletMap[tilemapIndex] = (byte)PacManConsumableType.None;
var pellet = pellets[tile];
pellet.gameObject.SetActive(false);
var index = pellet.transform.GetSiblingIndex();
syncedPelletsCollected[index / 8] |= (byte)(1 << index % 8);
pelletCollectedCount++;
var pelletType = pellet.isPowerPellet ? EatResult.PowerPellet : EatResult.Pellet;
gameManager.GotPellet(pellet, pellet.isPowerPellet, pelletCollectedCount, PelletCount - pelletCollectedCount);
return pelletType;
}
public int RestoreAllPellets()
{
foreach (var pellet in pellets)
{
pellet.gameObject.SetActive(true);
}
syncedPelletsCollected = new byte[pellets.Length/8 + 1];
pelletCollectedCount = 0;
pelletMap = PacManConstants.GetMazePelletMap();
return PelletCount;
}
private void SetPelletsCollectedFromSync()
{
for (byte i = 0; i < pellets.Length; i++)
{
var active = (syncedPelletsCollected[i/8] & (byte)(1 << i%8)) == 0;
pellets[i].gameObject.SetActive(active);
pelletMap[pelletIndices[i]] = active ? i : (byte)PacManConsumableType.None;
}
}
#endregion
#region Power pellet blink
public override void SyncedUpdate()
{
if (!powerPelletBlinkEnabled)
{
return;
}
powerPelletBlinkProgress += networkManager.SyncedDeltaTime;
if (powerPelletBlinkProgress >= powerPelletBlinkToggleInterval)
{
// Debug.Log($"{gameObject} PowerPelletBlink toggle");
powerPelletBlinkProgress -= powerPelletBlinkToggleInterval;
powerPelletBlinkCurrentlyVisible = !powerPelletBlinkCurrentlyVisible;
SetPowerPelletsVisible(powerPelletBlinkCurrentlyVisible);
}
}
void SetPowerPelletsVisible(bool visible)
{
// Debug.Log($"{gameObject} SetPowerPelletVisible {visible}, powerPellets.Length: {powerPellets.Length}");
foreach (Animator powerPellet in powerPellets)
{
powerPellet.SetBool("Visible", visible);
}
}
public void SetPowerPelletsBlink(bool enabled)
{
// Debug.Log($"{gameObject} SetPowerPelletBlink {enabled}");
powerPelletBlinkEnabled = enabled;
powerPelletBlinkCurrentlyVisible = true;
powerPelletBlinkProgress = 0;
SetPowerPelletsVisible(true);
}
public void FreezePowerPelletsBlink(bool frozen)
{
powerPelletBlinkEnabled = !frozen;
}
#endregion
public override void CollectSyncedData(byte[] data, ref int index, NetworkEventType eventType)
{
data.Append(pelletCollectedCount, ref index);
data.Append(syncedPelletsCollected, ref index);
data.Append(frozen, ref index);
}
public override bool WriteSyncedData(byte[] data, ref int index, NetworkEventType eventType)
{
pelletCollectedCount = data.ReadByte(ref index);
Array.Copy(data, index, syncedPelletsCollected, 0, syncedPelletsCollected.Length);
index += syncedPelletsCollected.Length;
SetPelletsCollectedFromSync();
frozen = data.ReadBool(ref index);
return true;
}
}
}