Update Project
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using ModestTree;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Zenject.Asteroids
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{
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public class AsteroidManager : ITickable, IFixedTickable
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{
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readonly List<Asteroid> _asteroids = new List<Asteroid>();
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readonly Queue<AsteroidAttributes> _cachedAttributes = new Queue<AsteroidAttributes>();
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readonly Settings _settings;
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readonly Asteroid.Factory _asteroidFactory;
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readonly LevelHelper _level;
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float _timeToNextSpawn;
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float _timeIntervalBetweenSpawns;
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bool _started;
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[InjectOptional]
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bool _autoSpawn = true;
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public AsteroidManager(
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Settings settings, Asteroid.Factory asteroidFactory, LevelHelper level)
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{
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_settings = settings;
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_timeIntervalBetweenSpawns = _settings.maxSpawnTime / (_settings.maxSpawns - _settings.startingSpawns);
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_timeToNextSpawn = _timeIntervalBetweenSpawns;
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_asteroidFactory = asteroidFactory;
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_level = level;
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}
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public IEnumerable<Asteroid> Asteroids
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{
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get { return _asteroids; }
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}
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public void Start()
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{
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Assert.That(!_started);
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_started = true;
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ResetAll();
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GenerateRandomAttributes();
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for (int i = 0; i < _settings.startingSpawns; i++)
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{
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SpawnNext();
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}
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}
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// Generate the full list of size and speeds so that we can maintain an approximate average
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// this way we don't get wildly different difficulties each time the game is run
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// For example, if we just chose speed randomly each time we spawned an asteroid, in some
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// cases that might result in the first set of asteroids all going at max speed, or min speed
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void GenerateRandomAttributes()
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{
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Assert.That(_cachedAttributes.Count == 0);
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var speedTotal = 0.0f;
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var sizeTotal = 0.0f;
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for (int i = 0; i < _settings.maxSpawns; i++)
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{
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var sizePx = Random.Range(0.0f, 1.0f);
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var speed = Random.Range(_settings.minSpeed, _settings.maxSpeed);
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_cachedAttributes.Enqueue(new AsteroidAttributes {
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SizePx = sizePx,
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InitialSpeed = speed
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});
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speedTotal += speed;
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sizeTotal += sizePx;
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}
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var desiredAverageSpeed = (_settings.minSpeed + _settings.maxSpeed) * 0.5f;
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var desiredAverageSize = 0.5f;
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var averageSize = sizeTotal / _settings.maxSpawns;
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var averageSpeed = speedTotal / _settings.maxSpawns;
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var speedScaleFactor = desiredAverageSpeed / averageSpeed;
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var sizeScaleFactor = desiredAverageSize / averageSize;
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foreach (var attributes in _cachedAttributes)
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{
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attributes.SizePx *= sizeScaleFactor;
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attributes.InitialSpeed *= speedScaleFactor;
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}
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Assert.That(Mathf.Approximately(_cachedAttributes.Average(x => x.InitialSpeed), desiredAverageSpeed));
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Assert.That(Mathf.Approximately(_cachedAttributes.Average(x => x.SizePx), desiredAverageSize));
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}
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void ResetAll()
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{
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foreach (var asteroid in _asteroids)
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{
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GameObject.Destroy(asteroid.gameObject);
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}
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_asteroids.Clear();
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_cachedAttributes.Clear();
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}
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public void Stop()
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{
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Assert.That(_started);
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_started = false;
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}
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public void FixedTick()
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{
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for (int i = 0; i < _asteroids.Count; i++)
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{
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_asteroids[i].FixedTick();
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}
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}
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public void Tick()
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{
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for (int i = 0; i < _asteroids.Count; i++)
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{
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_asteroids[i].Tick();
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}
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if (_started && _autoSpawn)
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{
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_timeToNextSpawn -= Time.deltaTime;
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if (_timeToNextSpawn < 0 && _asteroids.Count < _settings.maxSpawns)
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{
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_timeToNextSpawn = _timeIntervalBetweenSpawns;
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SpawnNext();
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}
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}
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}
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public void SpawnNext()
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{
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var asteroid = _asteroidFactory.Create();
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var attributes = _cachedAttributes.Dequeue();
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asteroid.Scale = Mathf.Lerp(_settings.minScale, _settings.maxScale, attributes.SizePx);
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asteroid.Mass = Mathf.Lerp(_settings.minMass, _settings.maxMass, attributes.SizePx);
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asteroid.Position = GetRandomStartPosition(asteroid.Scale);
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asteroid.Velocity = GetRandomDirection() * attributes.InitialSpeed;
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_asteroids.Add(asteroid);
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}
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Vector3 GetRandomDirection()
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{
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var theta = Random.Range(0, Mathf.PI * 2.0f);
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return new Vector3(Mathf.Cos(theta), Mathf.Sin(theta), 0);
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}
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Vector3 GetRandomStartPosition(float scale)
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{
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var side = (Side)Random.Range(0, (int)Side.Count);
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var rand = Random.Range(0.0f, 1.0f);
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switch (side)
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{
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case Side.Top:
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{
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return new Vector3(_level.Left + rand * _level.Width, _level.Top + scale, 0);
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}
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case Side.Bottom:
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{
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return new Vector3(_level.Left + rand * _level.Width, _level.Bottom - scale, 0);
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}
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case Side.Right:
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{
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return new Vector3(_level.Right + scale, _level.Bottom + rand * _level.Height, 0);
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}
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case Side.Left:
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{
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return new Vector3(_level.Left - scale, _level.Bottom + rand * _level.Height, 0);
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}
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}
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throw Assert.CreateException();
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}
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enum Side
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{
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Top,
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Bottom,
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Left,
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Right,
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Count
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}
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[Serializable]
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public class Settings
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{
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public float minSpeed;
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public float maxSpeed;
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public float minScale;
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public float maxScale;
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public int startingSpawns;
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public int maxSpawns;
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public float maxSpawnTime;
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public float maxMass;
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public float minMass;
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}
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class AsteroidAttributes
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{
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public float SizePx;
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public float InitialSpeed;
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}
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}
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}
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