sea-battle/Assets/Scripts/TargetCursor.cs

295 lines
8.8 KiB
C#

using UnityEngine;
public class TargetCursor : MonoBehaviour
{
public GameManager gameManager;
public GameObject cursorVisual;
private bool isShootingInProgress = false;
public bool isPlacingShips = false;
public GamePole ownField;
private int x = 4;
private int y = 4;
private int width = 10;
private int height = 10;
private Direction currentDirection = Direction.Right;
private PlayerKeySet player1Keys = new PlayerKeySet
{
Up = ButtonPinMapping.up1,
Down = ButtonPinMapping.down1,
Left = ButtonPinMapping.left1,
Right = ButtonPinMapping.right1,
Fire = ButtonPinMapping.action1,
TurnLeft = ButtonPinMapping.turnLeft1,
TurnRight = ButtonPinMapping.turnRight1
};
private PlayerKeySet player2Keys = new PlayerKeySet
{
Up = ButtonPinMapping.up2,
Down = ButtonPinMapping.down2,
Left = ButtonPinMapping.left2,
Right = ButtonPinMapping.right2,
Fire = ButtonPinMapping.action2,
TurnLeft = ButtonPinMapping.turnLeft2,
TurnRight = ButtonPinMapping.turnRight2
};
private PlayerKeySet activeKeys;
// Òåêóùèé êâàäðàíò êàìåðû: 0=âïåð¸ä, 1=âïðàâî, 2=íàçàä, 3=âëåâî
private int cameraQuadrant = 0;
// Âîçâðàùàåò ôèçè÷åñêóþ êíîïêó êîòîðóþ íóæíî íàæàòü ÷òîáû ñäâèíóòü êóðñîð â íóæíîì íàïðàâëåíèè
// dx,dy — ëîãè÷åñêîå íàïðàâëåíèå äâèæåíèÿ êóðñîðà íà ïîëå
private ButtonPinMapping GetKeyForDirection(int dx, int dy)
{
// Ïîâîðîò êàìåðû íà 90° âïðàâî: ôèçè÷åñêàÿ îñü ïîâîðà÷èâàåòñÿ
// q=0: âïåð¸ä=ââåðõ, âïðàâî=âïðàâî, íàçàä=âíèç, âëåâî=âëåâî
// q=1: âïåð¸ä=âïðàâî, âïðàâî=âíèç, íàçàä=âëåâî, âëåâî=ââåðõ
// q=2: âïåð¸ä=âíèç, âïðàâî=âëåâî, íàçàä=ââåðõ, âëåâî=âïðàâî
// q=3: âïåð¸ä=âëåâî, âïðàâî=ââåðõ, íàçàä=âïðàâî, âëåâî=âíèç
int rotDx = dx;
int rotDy = dy;
for (int i = 0; i < cameraQuadrant; i++)
{
// Ïîâîðîò âåêòîðà íà -90° (êàìåðà ïîâåðíóëàñü âïðàâî — âåêòîð ïîâîðà÷èâàåì âëåâî)
int tmp = rotDx;
rotDx = rotDy;
rotDy = -tmp;
}
// Òåïåðü rotDx/rotDy — ýòî êàêóþ ôèçè÷åñêóþ êíîïêó íàæàòü
if (rotDx == 0 && rotDy == -1) return activeKeys.Up;
if (rotDx == 0 && rotDy == 1) return activeKeys.Down;
if (rotDx == 1 && rotDy == 0) return activeKeys.Right;
if (rotDx == -1 && rotDy == 0) return activeKeys.Left;
return activeKeys.Up; // fallback
}
// êíîïî÷êè (òîëüêî fire è ïîâîðîò êîðàáëÿ — îíè íå çàâèñÿò îò êàìåðû)
private ButtonPinMapping fireKey;
private ButtonPinMapping turnLeftKey;
private ButtonPinMapping turnRightKey;
public Transform cameraPivot;
public float rotateSpeed = 90f;
private int playerId;
private int enemyId;
public void Initialize(GameManager gm, int playerId = 1, bool isPlacingShips = false)
{
this.isPlacingShips = isPlacingShips;
gameManager = gm;
if (isPlacingShips)
ownField = gm.playerField;
else
ownField = gm.enemyField;
BindKeys(playerId);
if (cameraPivot == null)
{
cameraPivot = gameManager.cameraPivot;
// SetParent ÍÅ äåëàåì çäåñü — ýòèì óïðàâëÿåò MoveCameraSmoothly
// ÷òîáû íå êîíôëèêòîâàòü ñ êîðóòèíîé ïåðåìåùåíèÿ êàìåðû
}
// âñåãäà íàñòðàèâàåì êîíòðîëëåð
var camCtrl = cameraPivot.GetComponent<CameraPivotController>();
if (camCtrl == null) camCtrl = cameraPivot.gameObject.AddComponent<CameraPivotController>();
camCtrl.Setup(
gameManager,
cameraPivot,
turnLeftKey,
turnRightKey,
rotateSpeed,
this // àðãóìåíò åñòü â ñèãíàòóðå, íî âíóòðè íå èñïîëüçóåòñÿ
);
enemyId = gameManager.opponentManager.playerId;
this.playerId = playerId;
Debug.Log("Ðîäèëñÿ");
UpdateCursorPosition();
}
private void BindKeys(int playerId)
{
activeKeys = (playerId == 1) ? player1Keys : player2Keys;
// Íàïðàâëåíèÿ (up/down/left/right) íå êîïèðóåì — îíè âû÷èñëÿþòñÿ ÷åðåç MapKey + cameraQuadrant
fireKey = activeKeys.Fire;
turnLeftKey = activeKeys.TurnLeft;
turnRightKey = activeKeys.TurnRight;
}
public void SwitchButton(Vector3 rotate)
{
if (activeKeys == null) return; // çàùèòà îò âûçîâà äî Initialize
float y = rotate.y;
if (y > 180) y -= 360;
Debug.Log($"Y rotation = {y}");
if (y >= -45 && y < 45) cameraQuadrant = 0; // âïåð¸ä
else if (y >= 45 && y < 135) cameraQuadrant = 1; // âïðàâî
else if (y >= 135 || y < -135) cameraQuadrant = 2; // íàçàä
else cameraQuadrant = 3; // âëåâî
}
void Update()
{
if (isShootingInProgress) return;
if (gameManager.currentInputMode == GameManager.InputMode.UI) return;
// --- Ïîâîðîò êîðàáëÿ â ðåæèìå ðàññòàíîâêè ---
if (isPlacingShips)
{
if (In.GetButtonDown(turnLeftKey))
{
// âðàùàåì âëåâî (ïðîòèâ ÷àñîâîé)
currentDirection = (Direction)(((int)currentDirection + 3) % 4);
UpdateCursorPosition();
}
else if (In.GetButtonDown(turnRightKey))
{
// âðàùàåì âïðàâî (ïî ÷àñîâîé)
currentDirection = (Direction)(((int)currentDirection + 1) % 4);
UpdateCursorPosition();
}
}
// --- Òîëüêî â ñâîé õîä ---
if (!isPlacingShips && (gameManager.currentState != GameState.Playing || !gameManager.isPlayerTurn))
return;
// --- Äâèæåíèå êóðñîðà ---
bool moved = false;
if (In.GetButtonDown(GetKeyForDirection( 0, -1))) { MoveCursor( 0, -1); moved = true; }
if (In.GetButtonDown(GetKeyForDirection( 0, 1))) { MoveCursor( 0, 1); moved = true; }
if (In.GetButtonDown(GetKeyForDirection( 1, 0))) { MoveCursor( 1, 0); moved = true; }
if (In.GetButtonDown(GetKeyForDirection(-1, 0))) { MoveCursor(-1, 0); moved = true; }
if (moved) UpdateCursorPosition();
// --- Âûñòðåë / óñòàíîâêà ---
if (In.GetButtonDown(fireKey))
{
if (!isPlacingShips) TryShoot();
else TryPlaceCurrentShip();
}
}
void UpdateCursorPosition()
{
Cell targetCell = ownField.GetCell(x, y);
if (targetCell != null)
{
cursorVisual.transform.position = targetCell.transform.position + Vector3.back * 0.1f;
}
if (isPlacingShips)
{
ownField.ClearGhost();
ownField.ShowShipGhost(x, y, currentDirection);
}
}
void TryShoot()
{
if (isShootingInProgress) return;
if (ownField.PoleShot[x, y] != 0) return;
isShootingInProgress = true;
if (gameManager.gameMode == GameMode.PlayerVsPlayer)
{
gameManager.opponentManager.enemyBattery.FireShot(
gameManager.opponentManager.playerField, x, y, (wasHit, wasShipDestroyed) => { // ìèñòð êàñòûëü
gameManager.opponentManager.ProcessShotResult(wasHit, false, wasShipDestroyed);
});
}
gameManager.battery.FireShot(gameManager.enemyField, x, y, (wasHit, wasShipDestroyed) =>
{
gameManager.ProcessShotResult(wasHit, true, wasShipDestroyed);
if (!wasHit)gameManager.EndPlayerTurn();
isShootingInProgress = false;
});
}
void TryPlaceCurrentShip()
{
bool placed = ownField.PlaceShipManual(x, y, currentDirection);
if (placed) gameManager.AddShipPlayer();
}
void RotateDirection()
{
currentDirection = (Direction)(((int)currentDirection + 1) % 4);
}
void MoveCursor(int dx, int dy)
{
if (isPlacingShips)
{
x += dx;
y += dy;
if (x < 0) x = width - 1;
if (x >= width)
{
x = width - 1;
gameManager.SetInputMode(GameManager.InputMode.UI);
return;
}
if (y < 0) y = height - 1;
if (y >= height) y = 0;
return;
}
else
{
x += dx;
y += dy;
if (x < 0) x = width - 1;
if (x >= width) x = 0;
if (y < 0) y = height - 1;
if (y >= height) y = 0;
}
}
}
[System.Serializable]
public class PlayerKeySet
{
public ButtonPinMapping Up;
public ButtonPinMapping Down;
public ButtonPinMapping Left;
public ButtonPinMapping Right;
public ButtonPinMapping Fire;
public ButtonPinMapping TurnLeft;
public ButtonPinMapping TurnRight;
}