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PlayerSelection.cs
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using Assets.Scripts;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using XInputDotNetPure;
public class PlayerSelection : MonoBehaviour
{
// Use this for initialization
private bool gameStarted;
public Canvas Player1join;
public Canvas Player2join;
public Canvas Player3join;
public Canvas Player4join;
public Canvas Player1assigned;
public Canvas Player2assigned;
public Canvas Player3assigned;
public Canvas Player4assigned;
void Start ()
{
Player1assigned.enabled = false;
Player2assigned.enabled = false;
Player3assigned.enabled = false;
Player4assigned.enabled = false;
}
// Update is called once per frame
void Update ()
{
if (!gameStarted)
{
CheckPlayerJoins();
int readyCount = CheckPlayerInput();
if (readyCount == GlobalReferences.PlayerStates.Count && readyCount > 0)
{
StartNewGame();
}
}
}
private void CheckPlayerJoins()
{
PlayerIndex[] freePads = GamePadManager.GetFreeControllers();
for (int i = 0; i < freePads.Length; i++)
{
PlayerIndex index = freePads[i];
GamePadState state = GamePad.GetState(index);
if (state.Buttons.A == ButtonState.Pressed)
{
GamePadManager.Connect((int)index);
GlobalReferences.PlayerStates.Add(new PlayerState(index, state));
//TODO: Change menu
if(index == PlayerIndex.One)
{
Player1join.enabled = false;
Player1assigned.enabled = true;
}
if(index == PlayerIndex.Two)
{
Player2join.enabled = false;
Player2assigned.enabled = true;
}
if(index == PlayerIndex.Three)
{
Player3join.enabled = false;
Player3assigned.enabled = true;
}
if(index == PlayerIndex.Four)
{
Player4join.enabled = false;
Player4assigned.enabled = true;
}
}
}
}
private int CheckPlayerInput()
{
int readyCount = 0;
for (int i = 0; i < GlobalReferences.PlayerStates.Count; i++)
{
GamePadState state = GamePad.GetState(GlobalReferences.PlayerStates[i].Index);
if (state.Buttons.Start == ButtonState.Pressed && GlobalReferences.PlayerStates[i].PrevState.Buttons.Start == ButtonState.Released)
{
GlobalReferences.PlayerStates[i] = new PlayerState(GlobalReferences.PlayerStates[i], state, !GlobalReferences.PlayerStates[i].Ready, GlobalReferences.PlayerStates[i].ClassId);
//TODO: Change menu
}
if(state.Buttons.B == ButtonState.Pressed)
{
if(GlobalReferences.PlayerStates[i].Index==PlayerIndex.One)
{
Player1join.enabled = true;
Player1assigned.enabled = false;
}
if(GlobalReferences.PlayerStates[i].Index==PlayerIndex.Two)
{
Player2join.enabled = true;
Player2assigned.enabled = false;
}
if(GlobalReferences.PlayerStates[i].Index==PlayerIndex.Three)
{
Player3join.enabled = true;
Player3assigned.enabled = false;
}
if(GlobalReferences.PlayerStates[i].Index==PlayerIndex.Four)
{
Player4join.enabled = true;
Player4assigned.enabled = false;
}
GamePadManager.Disconnect(GlobalReferences.PlayerStates[i].Index);
GlobalReferences.PlayerStates.RemoveAt(i);
}
//TODO: Change classes here
if (GlobalReferences.PlayerStates[i].Ready)
readyCount++;
}
return readyCount;
}
private void StartNewGame()
{
gameStarted = true;
SceneManager.LoadScene("PlayerTestScene");
}
}