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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
using System.IO;
public class Move : MonoBehaviour
{
private SkeletonAnimation hugeAnimation;
private float currentSpeed;
private float xSpeed;
private float ySpeed;
private float nextChangeTime;
private float nextSpwanTime;
private State currentState;
private Side currentSide;
private bool canTurn = false;
public static int hugeAmount = 1;
public static int hugeNo = 1;
public static float previousCloneTime;
public static string hugeSkinDirPath;
public static string[] hugeSkinPaths;
public static int hugeSkinNum;
private const float moveSpeed = 0.3f;
private const float xMinLimit = -15.0f;
private const float xMaxLimit = 15.0f;
private const float yMinLimit = -8.0f;
private const float yMaxLimit = 8.0f;
private const float edgeWidth = 0.3f;
private const float minMoveTime = 1.0f;
private const float maxMoveTime = 8.0f;
private const float minStopTime = 6.0f;
private const float maxStopTime = 13.0f;
private const float minSpwanTime = 120.0f;
private const float maxSpwanTime = 300.0f;
private const float spawnRate = 0.1f;
private const int amountLimit = 10;
public enum State
{
STOP,
MOVE_LEFT,
MOVE_RIGHT
}
public enum Side
{
BOTTOM,
TOP,
LEFT,
RIGHT,
CENTER
}
void Awake()
{
//INIParser ini = new INIParser();
//ini.Open(Application.streamingAssetsPath + "/config.ini");
//ini.Close();
hugeSkinDirPath = Application.streamingAssetsPath + "/skin/";
hugeSkinPaths = Directory.GetFiles(hugeSkinDirPath, "*.png");
hugeSkinNum = hugeSkinPaths.Length;
hugeAnimation = this.GetComponentInChildren<SkeletonAnimation>();
xSpeed = ySpeed = 0;
nextChangeTime = Time.time + Random.Range(minStopTime, maxStopTime);
nextSpwanTime = Time.time + Random.Range(minSpwanTime, maxSpwanTime);
changeState(State.STOP);
changeSide(Side.BOTTOM);
if (hugeNo != 1)
{
Invoke("changeHugeSkin", 0.5f);
}
}
public void changeState(State state)
{
switch (state)
{
case State.STOP:
currentSpeed = 0.0f;
hugeAnimation.AnimationName = "Wait_A02";
break;
case State.MOVE_LEFT:
currentSpeed = -moveSpeed;
hugeAnimation.AnimationName = "ActionStart_A";
break;
case State.MOVE_RIGHT:
currentSpeed = moveSpeed;
hugeAnimation.AnimationName = "ActionClose_A";
break;
}
currentState = state;
updateSpeed();
}
public void changeSide(Side side)
{
xSpeed = ySpeed = 0;
this.GetComponent<Rigidbody2D>().gravityScale = 0;
switch (side)
{
case Side.BOTTOM:
this.GetComponent<Rigidbody2D>().gravityScale = 1;
this.transform.rotation = Quaternion.Euler(0, 0, 0);
break;
case Side.TOP:
this.transform.rotation = Quaternion.Euler(0, 0, 180);
this.transform.position = new Vector3(this.transform.position.x, yMaxLimit, 0);
break;
case Side.LEFT:
this.transform.rotation = Quaternion.Euler(0, 0, 270);
this.transform.position = new Vector3(xMinLimit, this.transform.position.y, 0);
break;
case Side.RIGHT:
this.transform.rotation = Quaternion.Euler(0, 0, 90);
this.transform.position = new Vector3(xMaxLimit, this.transform.position.y, 0);
break;
case Side.CENTER:
this.transform.rotation = Quaternion.Euler(0, 0, 0);
break;
}
currentSide = side;
updateSpeed();
}
public void updateSpeed()
{
xSpeed = ySpeed = 0;
switch (currentSide)
{
case Side.BOTTOM:
xSpeed = currentSpeed;
break;
case Side.TOP:
xSpeed = currentSpeed * -1;
break;
case Side.LEFT:
ySpeed = currentSpeed * -1;
break;
case Side.RIGHT:
ySpeed = currentSpeed;
break;
case Side.CENTER:
break;
}
}
public bool checkOnWall()
{
if (this.transform.position.x < xMinLimit + edgeWidth && currentSide != Side.LEFT)
{
changeSide(Side.LEFT);
return true;
}
if (this.transform.position.x > xMaxLimit - edgeWidth && currentSide != Side.RIGHT)
{
changeSide(Side.RIGHT);
return true;
}
if (this.transform.position.y > yMaxLimit - edgeWidth && currentSide != Side.TOP)
{
changeSide(Side.TOP);
return true;
}
return false;
}
public void checkTurn()
{
if (this.transform.position.x < xMinLimit + edgeWidth && this.transform.position.y > yMaxLimit - edgeWidth)
{
changeSide(currentSide == Side.LEFT ? Side.TOP : Side.LEFT);
canTurn = false;
return;
}
if (this.transform.position.x > xMaxLimit - edgeWidth && this.transform.position.y > yMaxLimit - edgeWidth)
{
changeSide(currentSide == Side.RIGHT ? Side.TOP : Side.RIGHT);
canTurn = false;
return;
}
if (this.transform.position.x < xMinLimit + edgeWidth && this.transform.position.y < yMinLimit + edgeWidth)
{
changeSide(currentSide == Side.LEFT ? Side.BOTTOM : Side.LEFT);
canTurn = false;
return;
}
if (this.transform.position.x > xMaxLimit - edgeWidth && this.transform.position.y < yMinLimit + edgeWidth)
{
changeSide(currentSide == Side.RIGHT ? Side.BOTTOM : Side.RIGHT);
canTurn = false;
return;
}
}
bool checkDirection()
{
if (currentSide == Side.BOTTOM && this.transform.rotation.z > 0.2 || this.transform.rotation.z < -0.2)
{
return false;
}
return true;
}
public void spawnHuge()
{
hugeNo++;
hugeAmount++;
GameObject thisHuge = GameObject.Find(this.name);
GameObject newHuge = Instantiate(thisHuge);
newHuge.name = "huge" + hugeNo.ToString();
previousCloneTime = Time.time;
}
public void changeHugeSkin()
{
Texture2D tex = new Texture2D(0,0);
tex.LoadImage(File.ReadAllBytes(hugeSkinPaths[Random.Range(0, hugeSkinNum - 1)]));
Material mat = new Material(Shader.Find("Sprites/Default"));
mat.SetTexture("_MainTex", tex);
GetComponentInChildren<Renderer>().material = mat;
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
//changeHugeSkin();
}
if (Time.time >= nextChangeTime)
{
if (currentState == State.STOP && currentSide != Side.CENTER && checkDirection())
{
if (Random.Range(0.0f, 1.0f) >= 0.5f)
{
changeState(State.MOVE_LEFT);
}
else
{
changeState(State.MOVE_RIGHT);
}
nextChangeTime += Random.Range(minMoveTime, maxMoveTime);
canTurn = true;
}
else
{
changeState(State.STOP);
nextChangeTime += Random.Range(minStopTime, maxStopTime);
}
}
if (Time.time >= nextSpwanTime)
{
if (Random.Range(0.0f, 1.0f) <= spawnRate && hugeAmount <= amountLimit)
{
spawnHuge();
}
nextSpwanTime += Random.Range(minSpwanTime, maxSpwanTime);
}
if (currentSide == Side.LEFT || currentSide == Side.RIGHT || currentSide == Side.TOP)
{
changeSide(currentSide);
}
if (canTurn)
{
checkTurn();
}
this.transform.position += new Vector3(xSpeed * Time.deltaTime, ySpeed * Time.deltaTime, 0);
}
}