116 lines
3.4 KiB
C#
116 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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public class SpawnManager : MonoBehaviour
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{
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public static SpawnManager instance;
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// 프리팹 설정
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[SerializeField] private GameObject playerPrefab;
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[SerializeField] private GameObject ghostPrefab;
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// 스폰 위치 설정
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[SerializeField] private Transform spawnPoint;
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// 플레이어 입력받은거 리스트
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private List<List<InputFrame>> allRecordedFrames;
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// 현재 있는 고스트 리스트
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private List<ActiveGhost> activeGhostList;
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// 리플레이 횟수
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private int currentReplayIndex;
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private InputRecorder currentPlayerRecorder;
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private GameObject currentPlayer;
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private void Awake()
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{
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if (instance == null)
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{
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instance = this;
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allRecordedFrames = new List<List<InputFrame>>();
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activeGhostList = new List<ActiveGhost>();
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currentReplayIndex = 0;
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SpawnPlayer();
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}
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else
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{
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Destroy(gameObject);
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}
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}
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private void FixedUpdate()
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{
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// 맵에 존재하는 고스트가 존재하지 않으면 Return
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if (activeGhostList.Count == 0)
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{
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return;
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}
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for (int i = 0; i < activeGhostList.Count; i++)
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{
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ActiveGhost ghost = activeGhostList[i];
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if (currentReplayIndex < ghost.recordedFrames.Count)
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{
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ghost.controller.GhostRunInput(ghost.recordedFrames[currentReplayIndex]);
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}
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else
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{
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ghost.controller.StopGhost();
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}
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}
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currentReplayIndex++;
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}
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private void SpawnPlayer()
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{
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if (spawnPoint == null)
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{
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Debug.LogError("spawnPoint 설정하기");
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}
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currentPlayer = Instantiate(playerPrefab, spawnPoint.position, Quaternion.identity);
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currentPlayerRecorder = currentPlayer.GetComponent<InputRecorder>();
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currentPlayerRecorder.StartRecording();
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}
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public void StopRecordingAndReStart()
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{
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currentPlayerRecorder.StopRecording();
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List<InputFrame> inputFrames = currentPlayerRecorder.GetInputFrames();
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allRecordedFrames.Add(inputFrames);
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Destroy(currentPlayer);
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foreach (var ghost in activeGhostList)
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{
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Destroy(ghost.controller.gameObject);
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}
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activeGhostList.Clear();
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SpawnPlayer();
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CameraEffect cameraEffect = FindFirstObjectByType<CameraEffect>();
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cameraEffect.SetTarget(currentPlayer.transform);
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currentReplayIndex = 0;
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SoundManager.instance.PlaySFX(SfxType.Replay);
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for(int i = 0; i < 1; i++)
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{
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foreach (var record in allRecordedFrames)
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{
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GameObject ghost = Instantiate(ghostPrefab, spawnPoint.position, Quaternion.identity);
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GhostController ghostController = ghost.GetComponent<GhostController>();
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ActiveGhost addedGhost = new ActiveGhost();
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addedGhost.controller = ghostController;
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addedGhost.recordedFrames = record;
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activeGhostList.Add(addedGhost);
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}
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}
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}
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}
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[System.Serializable]
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public class ActiveGhost
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{
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public GhostController controller;
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public List<InputFrame> recordedFrames;
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}
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