Files
Infratest/Assets/Code/Example/Race/RaceGame.cs
T

106 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using Code.Example.Race.Racer;
using Code.Example.Race.Track;
using Code.Infrastructure.EventBus;
using Code.Infrastructure.Loadings;
using Reflex.Attributes;
namespace Code.Example.Race
{
public class RaceGame : IRacerLoadedHandle, IDisposable
{
private RaceScores _scores;
private IRacerFactory _racerFactory;
private RaceTrackData _raceTrackData;
private EventBus _eventBus;
public RaceGame(EventBus eventBus, IRacerFactory racerFactory, RaceTrackData raceTrackData, RaceScores scores)
{
_eventBus = eventBus;
_racerFactory = racerFactory;
_raceTrackData = raceTrackData;
_eventBus.Subscribe(this);
_scores = scores;
RandomizeRacers(raceTrackData.trackData.RacerPoints.Count);
}
public void StartRacers()
{
foreach (var racer in PlacedRacers)
{
racer.StartRacer();
}
}
// DEBUG
private List<RacerType> _randomizedTypes = new();
private void RandomizeRacers(int count)
{
_raceGameLoading = new Loading(count, RacersLoadCompleted);
_randomizedTypes.Add(RacerType.Player);
for (var i = 0; i < count - 1; i++)
_randomizedTypes.Add((RacerType)UnityEngine.Random.Range(1, 3));
foreach (var type in _randomizedTypes) _racerFactory.LoadRacer(type);
}
private void RacersLoadCompleted() =>
_eventBus.RaiseEvent<IRaceGameInitializedHandle>(x => x.RaceGameReady());
public List<Racer.Racer> PlacedRacers { get; } = new();
public void PlaceRacers()
{
for (var i = 0; i < _raceTrackData.trackData.RacerPoints.Count; i++)
{
PlacedRacers.Add(UnityEngine.Object.Instantiate(
_racerPrefabs[_randomizedTypes[i]],
_raceTrackData.trackData.RacerPoints[i].transform).GetComponent<Racer.Racer>());
PlacedRacers[^1].SetData(_racerPrefabs[_randomizedTypes[i]].Data);
PlacedRacers[^1].Id = i;
_scores.SubscribeRacer(PlacedRacers[^1]);
}
foreach (var racer in PlacedRacers)
{
racer.Initialize(_raceTrackData.trackData.Checkpoints);
}
}
private Dictionary<RacerType, Racer.Racer> _racerPrefabs = new();
private Loading _raceGameLoading;
public void RacerLoaded(RacerType type, Racer.Racer racer)
{
if (racer)
_racerPrefabs.Add(type, racer);
_raceGameLoading.DoProgress();
}
// private Dictionary<RacerType, Racer.AI.Racer> _spawnedRacers = new();
public void RacerCreated(RacerType type, Racer.Racer racer)
{
// _spawnedRacers.Add(type, racer);
// _raceGameLoading.DoProgress();
}
public void Dispose()
{
_eventBus.Unsubscribe(this);
_racerPrefabs.Clear();
}
}
public interface IRaceGameInitializedHandle : IGlobalSubscriber
{
void RaceGameReady();
}
}