Browse Source

Merge remote-tracking branch 'origin/master' into Josh_Dev_branch

# Conflicts:
#	Assets/Scenes/Menus/Lobby.unity
#	Assets/Scripts/Managers/GameManager.cs
Josh_Dev_branch
JoshuaReason 4 years ago
parent
commit
2406b82be7
121 changed files with 45721 additions and 215 deletions
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  42. +326
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  43. +2
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  44. +2
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  47. +2
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  48. +2
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  49. +21
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  50. +1
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  51. +20
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  52. +2
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  65. +2
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  66. +38
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  67. +2
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  68. +2
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@ -506,7 +796,7 @@ MonoBehaviour:
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@ -538,7 +828,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
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--- !u!224 &2052082028810034629
RectTransform:
m_ObjectHideFlags: 0
@ -636,8 +926,8 @@ MonoBehaviour:
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 0}
m_MethodName: OnClick_Play
- m_Target: {fileID: 3185526843783068320}
m_MethodName: OnClick_Return
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
@ -765,7 +1055,7 @@ MonoBehaviour:
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 0}
- m_Target: {fileID: 1240851277759925011}
m_MethodName: OnClick_Play
m_Mode: 1
m_Arguments:
@ -1061,7 +1351,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: -0.000068744885, y: -0.0000076293945}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 1}
--- !u!114 &5195354181806561393
@ -1219,11 +1509,11 @@ MonoBehaviour:
m_EditorClassIdentifier:
Inventory: {fileID: 5195354183134146528}
AnimationSpeed: 0.5
TrayUI: {fileID: 0}
TrayUI: {fileID: 3185526843783068320}
Client: {fileID: 11400000, guid: 8dca4719b56d91143b236583a436c911, type: 2}
TimeText: {fileID: 0}
TimeText: {fileID: 1363815578}
Title: {fileID: 2665231842396078511}
TotalTime: 30
LivesText: {fileID: 2665231841929910945}
isTimePaused: 0
--- !u!1 &5195354182925078845
GameObject:
@ -1317,14 +1607,14 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 0.392}
m_Color: {r: 0.9607844, g: 0.9607844, b: 0.96470594, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Sprite: {fileID: 10911, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 1
m_PreserveAspect: 0
m_FillCenter: 1
@ -1410,18 +1700,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 5195354183083441317}
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 0}
m_MethodName: OnClick_Toggle
m_Mode: 1
m_Arguments:
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_StringArgument:
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m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0,
Culture=neutral, PublicKeyToken=null
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@ -1498,9 +1777,9 @@ RectTransform:
m_Father: {fileID: 5195354182462625304}
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m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: 0, y: 85.99994}
m_SizeDelta: {x: -388.7, y: 141.70001}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &5195354183101525348
@ -1524,14 +1803,14 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 0.62352943}
m_Color: {r: 0.8862745, g: 0.884576, b: 0.88235295, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0}
m_Sprite: {fileID: 10911, guid: 0000000000000000f000000000000000, type: 0}
m_Type: 1
m_PreserveAspect: 0
m_FillCenter: 1
@ -1573,7 +1852,7 @@ MonoBehaviour:
playButton: {fileID: 5195354181250555041}
returnButton: {fileID: 4080157917815310858}
border: {fileID: 5195354183101525349}
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reader:
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@ -1637,14 +1916,14 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 0.73333335}
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m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0}
m_Sprite: {fileID: 0}
m_Type: 1
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@ -1704,7 +1983,6 @@ GameObject:
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@ -1770,29 +2048,6 @@ MonoBehaviour:
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reader:
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Assets/Scenes/Client Scenes/ClientScene.unity View File

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Assets/Scenes/Menus/Lobby.unity View File

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Assets/Scenes/Menus/MainMenu Server.unity View File

@ -1,3 +1,3 @@
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Assets/Scripts/Character.cs View File

@ -33,7 +33,7 @@ public class Character : MonoBehaviour
public bool CloneInventoryOnStart = false;
[Tooltip("How many lives to start out with")]
public int lives = 5;
public int lives = 3;
[SerializeField]
[Tooltip("Character to display")]
@ -253,7 +253,6 @@ public class Character : MonoBehaviour
}
transform.position = Target.VisualPosition;
}
IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
@ -270,7 +269,6 @@ public class Character : MonoBehaviour
}
transform.position = Target.VisualPosition;
}
IEnumerator MoveConveyorForwardCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
@ -331,7 +329,6 @@ public class Character : MonoBehaviour
}
Current.position = charEndPosition;
}
IEnumerator PushLeftCoroutine(Transform Current, float time)
{
float elapsedTime = 0;
@ -347,7 +344,6 @@ public class Character : MonoBehaviour
}
Current.position = endPosition;
}
IEnumerator PushRightCoroutine(Transform Current, float time)
{
float elapsedTime = 0;
@ -363,7 +359,6 @@ public class Character : MonoBehaviour
}
Current.position = endPosition;
}
IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
@ -379,14 +374,12 @@ public class Character : MonoBehaviour
}
transform.position = Target.VisualPosition;
}
IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
time *= 0.8f;
Vector3 endDirection = direction.ToVector(Current);
Vector3 startDirection = Current.forward;
Vector3 startPosition = transform.position;
while (elapsedTime < time)
{
characterAnimator.Play("Jump");
@ -396,7 +389,21 @@ public class Character : MonoBehaviour
}
transform.forward = endDirection;
}
IEnumerator rotateHalfCoroutine(Direction direction, Transform Current, float time, float heightMax)
{
float elapsedTime = 0;
time *= 0.8f;
Vector3 endDirection = (direction.ToVector(Current) + Current.forward).normalized;
Vector3 startDirection = Current.forward;
while (elapsedTime < time)
{
characterAnimator.Play("Jump");
transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time));
yield return new WaitForEndOfFrame();
elapsedTime += Time.deltaTime;
}
transform.forward = endDirection;
}
/// <summary>
/// Moves one block in specefied direction, Can walk off obstacles
@ -508,7 +515,6 @@ public class Character : MonoBehaviour
}
}
public void respawnCharacter()
{
/* Will introduce more complex criteria for choosing where to respawn the player in future
@ -623,6 +629,11 @@ public class Character : MonoBehaviour
StartCoroutine(rotateCoroutine(direction, transform, speed, 0.15f));
//transform.forward = direction.ToVector(transform);
}
public void RotateHalf(Direction direction, float speed)
{
StartCoroutine(rotateHalfCoroutine(direction, transform, speed, 0.15f));
//transform.forward = direction.ToVector(transform);
}
/// <summary>
/// Jumps in specefied direction, picks between Long Jump and Jumping up

+ 1
- 5
Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs View File

@ -136,11 +136,6 @@ public class ColorGameMode : GameMode
* It's not needed from move to move, so we clear it
*/
player.character.justMoved = false;
if (BlocksOwned.ContainsKey(player.client))
player.client.SceneScore = BlocksOwned[player.client].Count;
else
player.client.SceneScore = 0;
}
}
@ -179,6 +174,7 @@ public class ColorGameMode : GameMode
if (character.inPit)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
}
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);

+ 20
- 7
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -8,17 +8,28 @@ using UnityEngine.UI;
[CreateAssetMenu(menuName = "Major Project/GameModes/Racetrack", order = 201)]
public class RacetrackGameMode : GameMode
{
public MapManager mapManager;
public int MaxRound = 5;
public int MaxRound = 999;
public string nextScene = "ServerTestScene";
List<ClientData> ConnectedClients;
public Material OverlayMaterial;
public float scrollSpeed = 0.0f; //The rate at which the level will scroll past
public float scrollSpeed = 1.0f; //The rate at which the level will scroll past
public int RoundCount { get; private set; }
private Dictionary<ClientData, List<Block>> BlocksOwned;
/// <summary>
/// Called once before any players have spawned
/// </summary>
protected override void OnPreGameStart()
{
//mapManager.init(ConnectedClients.Count);
mapManager.init(5);
}
/// <summary>
/// Called once all players have finished their moves but before the Objective is checked
/// </summary>
@ -28,11 +39,12 @@ public class RacetrackGameMode : GameMode
if (scrollSpeed > 0.0f)
{
Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
Debug.Log("New camera position at x = " + Camera.main.transform.position.x);
mapManager.checkTrack();
//Debug.Log("New camera position at x = " + Camera.main.transform.position.x);
}
else
{
Debug.Log("Not scrolling");
//Debug.Log("Not scrolling");
}
//At the end of each round, any stuck players are freed to resume moving next round
@ -40,7 +52,7 @@ public class RacetrackGameMode : GameMode
{
player.character.stuck = false;
if (player.character.inPit)
if (player.character.inPit && player.client.Lives > 0)
{
player.character.respawnCharacter();
}
@ -137,10 +149,10 @@ public class RacetrackGameMode : GameMode
*/
player.character.justMoved = false;
if (BlocksOwned.ContainsKey(player.client))
/* if (BlocksOwned.ContainsKey(player.client))
player.client.SceneScore = BlocksOwned[player.client].Count;
else
player.client.SceneScore = 0;
player.client.SceneScore = 0;*/
}
}
@ -179,6 +191,7 @@ public class RacetrackGameMode : GameMode
if (character.inPit)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
}
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);

+ 2
- 2
Assets/Scripts/GameMode/ColorGameMode/ScoreDisplay.cs View File

@ -35,12 +35,12 @@ public class ScoreDisplay : MonoBehaviour
public void levelComplete()
{
ConnectedClients = clientDataList.ConnectedClients;
ConnectedClients.Sort((a, b) => b.SceneScore.CompareTo(a.SceneScore));
ConnectedClients.Sort((a, b) => b.Lives.CompareTo(a.Lives));
for (int i = 0; i < ConnectedClients.Count; i++)
{
players[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].Name;
scores[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].SceneScore.ToString();
scores[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].Lives.ToString();
}
int assignedPoints = 3;
for (int i = 0; i < ConnectedClients.Count; i++)

+ 1
- 1
Assets/Scripts/GameMode/GameMode.cs View File

@ -122,7 +122,7 @@ public abstract class GameMode : ScriptableObject
for (int i = 0; i < allPlayers.Length; i++)
{
allPlayers[i].client.SceneScore = 0;
allPlayers[i].client.Lives = 3;
}
OnGameStart(allPlayers);
GameStartEvent?.Invoke();

+ 61
- 0
Assets/Scripts/Logic/Blocks/RotateHalf.cs View File

@ -0,0 +1,61 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Logic block which deals with moving a character in a direction
/// </summary>
[CreateAssetMenu(menuName = "Major Project/RotateHalf Block")]
[System.Serializable]
public class RotateHalf : LogicBlock
{
#region Inspector Fields
[SerializeField]
[Header("Rotate Settings")]
[Tooltip("Direction to rotate in")]
protected Direction direction;
#endregion Inspector Fields
#region Class Functions
/// <summary>
/// Rotates the player in the direction specified by this block
/// </summary>
/// <param name="player">Player to rotate</param>
protected override void BlockLogic(Character player, float animationTime)
{
player.RotateHalf(direction, animationTime);
}
/// <summary>
/// Returns the block that the character will endUp on after they use this logic element
/// </summary>
/// <param name="startBlock">block character is on</param>
/// <param name="layerMask">layers to ignore</param>
/// <returns>block which character will finish on after performing this function </returns>
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask)
{
//no movement when rotating
return startBlock;
}
public override void CopyToken(BlockToken token)
{
base.CopyToken(token);
direction = ((DirectionToken)token).direction;
}
public override BlockToken ToToken(BlockToken token = null)
{
if (token == null)
token = new DirectionToken(this);
DirectionToken retVal = (DirectionToken)base.ToToken(token);
retVal.direction = direction;
return retVal;
}
#endregion Class Functions
}

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Assets/Scripts/Managers/GameManager.cs View File

@ -33,7 +33,6 @@ public class GameManager : MonoBehaviour
#region Private Variables
private Dictionary<int, PlayerData> playerData;
private List<ActiveBlock> activeBlocks;
#endregion Private Variables
#region Read Only
@ -52,9 +51,7 @@ public class GameManager : MonoBehaviour
private void Start()
{
//Find all active blocks
//#TODO don't use the find function
activeBlocks = FindObjectsOfType<ActiveBlock>().ToList();
//Start Game
StartCoroutine(GameRoutine());
}
@ -87,6 +84,7 @@ public class GameManager : MonoBehaviour
//Spawn Characters and tell let the GameMode do anything with the characters it might want
SpawnCharacters();
playerDataAsArray.ForEach(p => p.client.SendLives());
gameMode.GameStart(playerDataAsArray);
//Loop until the GameMode lets us know the game is over
@ -104,6 +102,12 @@ public class GameManager : MonoBehaviour
gameMode.GameEnd(playerDataAsArray);
}
void removePlayer(PlayerData player)
{
player.client.ChangeScene("WaitScene");
player.isDead = true;
}
private IEnumerator RoundRoutine()
{
//Tell the gamemode that we are starting a round
@ -122,12 +126,7 @@ public class GameManager : MonoBehaviour
//Let Gamemode know all players have moved
gameMode.AllPlayersMoved(playerDataAsArray.ToArray());
//Tell each environment block to take a move
activeBlocks.ForEach(p => p.OnEnvironmentTurn(playerDataAsArray));
gameMode.EnvironmentTurn(playerDataAsArray);
playerDataAsArray.ForEach(p => p.client.SendScore()); //Update the players score
playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score
//if Game is over break out of loop
if (gameMode.isGameOver(playerDataAsArray))
@ -137,13 +136,29 @@ public class GameManager : MonoBehaviour
//Let GameMode know that Round is Over
gameMode.RoundEnd(playerDataAsArray.ToArray());
//Reset some player Data
//check is anyone has 0 lives remaining
//remove them from the array
//force them back to the waiting for players screen
foreach (PlayerData player in playerDataAsArray)
{
player.blockReader.Reset();
player.client.SendInventory();
if(player.client.Lives == 0)
{
Debug.Log("Remove: " + player.client.characterAnimal);
removePlayer(player);
}
}
//Reset some player Data
foreach (PlayerData player in playerDataAsArray)
{
if(player.client.Lives > 0)
{
player.blockReader.Reset();
player.client.SendInventory();
}
}
}
private IEnumerator WaitForPlayerInput()
@ -151,19 +166,35 @@ public class GameManager : MonoBehaviour
//send round length to players
//#TODO make this only happen after first input
LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg(gameMode.GetRoundTime());
playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
//playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
foreach (PlayerData player in playerDataAsArray)
{
if (player.client.Lives > 0)
{
player.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime);
}
}
//Send players to input Scene
ClientList.ForEach(p => p.ChangeScene("ClientScene"));
//ClientList.ForEach(p => p.ChangeScene("ClientScene"));
foreach (ClientData client in ClientList)
{
if(client.Lives > 0){client.ChangeScene("ClientScene");}
}
//Let gamemode know clients are input-ing
gameMode.InputStart(playerDataAsArray);
//wait for all players to
yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList));
yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList || p.Value.isDead));
//reset
playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list
//playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list
foreach (PlayerData player in playerDataAsArray)
{
if (player.client.Lives > 0){player.recievedList = false;}
}
//Let gamemode know all inputs have been recieved
gameMode.InputEnd(playerDataAsArray);
@ -209,9 +240,9 @@ public class GameManager : MonoBehaviour
//int spawnIndex = 0;
//If we have an odd number of players, then we start at spawn point 0 (in the middle)
//If we have an even number, then we skip it
int spawnIndex = ((ClientList.Count() + 1) % 2);
//int spawnIndex = ((ClientList.Count() + 1) % 2);
//int spawnIndex = 0;
int spawnIndex = 0;
foreach (ClientData client in ClientList)
{
@ -276,6 +307,7 @@ public class PlayerData
public ClientData client;
public bool recievedList;
public bool isDead = false;
public PlayerData(Character character, ClientData client)
{

+ 8
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Assets/Scripts/Map Generation.meta View File

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+ 279
- 0
Assets/Scripts/Map Generation/MapManager.cs View File

@ -0,0 +1,279 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//public class MapManager : MonoBehaviour
[CreateAssetMenu(menuName = "Major Project/Map Manager")]
public class MapManager : ScriptableObject
{
public GameObject spawn4; //The section to use as a spawn-point for games with 2-5 players
public GameObject spawn8; //The section to use a spawn-point for games with 5-8 players
//In 5-player games, we choose between them at random
public List<MapSection> sections; //The list of sections to choose from after starting
public int minConns = 2; //The minimum number of valid connections between two map sections for them to be allowed to link up
public float xForward = 28.0f; //How far ahead of the camera's current position do we want to extend the track?
public float xBack = -4.0f; //And how far behind the camera's position does a section need to fall before being deleted?
public List<MapSection> activeSections; //The list of sections that have been placed on the map (and not removed)
MapSection lastSection; //Which map-section was most recently added?
float startX = -16.0f; //The x-position of the current start of the track
float endX = -16.0f; //The x-position of the current end of the track
// Start is called before the first frame update
void Start()
{
}
public void init(int players)
{
activeSections = new List<MapSection>();
if (players < 5)
{
addSection(spawn4.GetComponent<MapSection>());
}
else if (players > 5)
{
addSection(spawn8.GetComponent<MapSection>());
}
else
{
if (Random.Range(0.0f, 1.0f) < 0.5f)
{
addSection(spawn4.GetComponent<MapSection>());
}
else
{
addSection(spawn8.GetComponent<MapSection>());
}
}
switch (players)
{
case 2:
foreach (GameObject spawnBlock in lastSection.spawns2)
{
spawnBlock.GetComponent<Block>().isSpawnable = true;
}
break;
case 3:
foreach (GameObject spawnBlock in lastSection.spawns3)
{
spawnBlock.GetComponent<Block>().isSpawnable = true;
}
break;
case 4:
foreach (GameObject spawnBlock in lastSection.spawns4)
{
spawnBlock.GetComponent<Block>().isSpawnable = true;
}
break;
case 5:
foreach (GameObject spawnBlock in lastSection.spawns5)
{
spawnBlock.GetComponent<Block>().isSpawnable = true;
}
break;
case 6:
foreach (GameObject spawnBlock in lastSection.spawns6)
{
spawnBlock.GetComponent<Block>().isSpawnable = true;
}
break;
case 7:
foreach (GameObject spawnBlock in lastSection.spawns7)
{
spawnBlock.GetComponent<Block>().isSpawnable = true;
}
break;
case 8:
foreach (GameObject spawnBlock in lastSection.spawns8)
{
spawnBlock.GetComponent<Block>().isSpawnable = true;
}
break;
default:
foreach (GameObject spawnBlock in lastSection.spawns1)
{
spawnBlock.GetComponent<Block>().isSpawnable = true;
}
break;
}
checkForward();
}
void chooseNextSection()
{
//First, we determine which sections are valid
List<MapSection> validSections = new List<MapSection>();
foreach (MapSection section in sections)
{
if (checkSegments(section))
{
validSections.Add(section); //If a segment is a valid continuation of the current most-recent segment, add it to the list
}
}
//Having generated our list, we choose a random segment from it
/*foreach (MapSection section in validSections)
{
Debug.Log("Valid section: " + section.name);
}*/
Debug.Log("Choosing section");
MapSection nextSection = validSections[(int)Random.Range(0.0f, (float)validSections.Count)];
Debug.Log("Chosen section: " + nextSection.name);
addSection(nextSection);
}
void addSection(MapSection section)
{
//Instantiate new section at x = endX
Vector3 pos = new Vector3(endX, 0.0f, 0.0f);
GameObject newSection = (GameObject)Instantiate(section.gameObject, pos, Quaternion.identity);
//GameObject.Instantiate(section.gameObject, pos, Quaternion.identity);
MapSection newSectionScript = newSection.GetComponent<MapSection>();
newSectionScript.InitSection(activeSections.Count);
newSection.name = newSectionScript.name;
activeSections.Add(newSectionScript);
lastSection = newSectionScript;
endX += newSectionScript.length;
}
bool checkSegments(MapSection second)
{
return checkSegments(this.lastSection, second);
}
bool checkSegments(MapSection first, MapSection second)
{
int connections = 0;
//Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name);
foreach (GameObject exit in first.exits)
{
foreach (GameObject entry in second.entrances)
{
/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x
+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/
if (checkConnection(exit, entry))
{
connections++;
}
}
}
//Debug.Log("Connections = " + connections);
if (connections >= minConns)
{
//Debug.Log("Valid section!");
}
else
{
//Debug.Log("Invalid section!");
}
return (connections >= minConns);
}
bool checkConnection(GameObject exit, GameObject entry)
{
/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x
+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/
//If the squares being checked don't line up, the connection is invalid
if (exit.transform.localPosition.z != entry.transform.localPosition.z)
{
//Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z);
return false;
}
//Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable);
//Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid
if (!(exit.GetComponent<Block>().is_Walkable) || !(entry.GetComponent<Block>().is_Walkable))
{
//Debug.Log("Invalid connection - not walkable");
return false;
}
//Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater);
//If both components are water, moving through this connection is technically possible, but we don't count it as valid
if ((exit.GetComponent<Block>().isWater) && (entry.GetComponent<Block>().isWater))
{
//Debug.Log("Invalid connection - both water");
return false;
}
//Debug.Log("Valid connection!");
//If we've passed all these tests, the connection is valid!
return true;
}
//Check whether it's time to extend the track forward
void checkForward()
{
//We check if the end of the last section of track is in sight
Vector3 trackEnd = new Vector3(endX, 0.0f); //Get the middle of the end of the last track section
//If it is, then we add a new section
if (checkView(trackEnd))
{
chooseNextSection();
checkForward();
}
}
//Check whether it's time to delete the oldest section of active track
void checkBack()
{
//We check if the end of the first section of track is still in sight
Vector3 firstSectionEnd = new Vector3(startX + activeSections[0].length, 0.0f); //Get the middle of the end of the first track section
//If it's not, then we remove it
if (!(checkView(firstSectionEnd)))
{
startX += activeSections[0].length;
activeSections[0].destroySection();
activeSections.RemoveAt(0);
}
}
//Check whether a point is in sight or not
bool checkView(Vector3 point)
{
Vector3 screenPoint = Camera.main.WorldToViewportPoint(point); //Map it into viewport space
//The camera's field of view is represented by 0 > (x, y) < 1, with z being the distance from the camera
return (screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1);
}
//Checks in both directions for sections needing to be added or removed
public void checkTrack()
{
checkForward();
checkBack();
}
// Update is called once per frame
void Update()
{
//checkTrack();
}
}

+ 11
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Assets/Scripts/Map Generation/MapManager.cs.meta View File

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+ 81
- 0
Assets/Scripts/Map Generation/MapSection.cs View File

@ -0,0 +1,81 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MapSection : MonoBehaviour
{
public int width = 0;
public int length = 0;
int size;
public string sectionName = "";
//Lists of spawn points
//One for each possible number of players
public List<GameObject> spawns1;
public List<GameObject> spawns2;
public List<GameObject> spawns3;
public List<GameObject> spawns4;
public List<GameObject> spawns5;
public List<GameObject> spawns6;
public List<GameObject> spawns7;
public List<GameObject> spawns8;
//Lists of each type of block, assigned in the inspector
public List<GameObject> boulders;
public List<GameObject> belts;
public List<GameObject> cannons;
public List<GameObject> pits;
public List<GameObject> spikes;
public List<GameObject> track;
public List<GameObject> walls;
public List<GameObject> water;
public List<GameObject> blocks; //Complete list of all blocks, cleared & filled on creation
public List<GameObject> entrances; //Ways into this map segment
public List<GameObject> exits; //Ways out of this map segment
// Start is called before the first frame update
void Start()
{
}
public void InitSection()
{
size = width * length;
blocks = new List<GameObject>();
blocks.AddRange(boulders);
blocks.AddRange(belts);
blocks.AddRange(cannons);
blocks.AddRange(pits);
//blocks.AddRange(spawns);
blocks.AddRange(spikes);
blocks.AddRange(track);
blocks.AddRange(walls);
blocks.AddRange(water);
}
public void InitSection(int num)
{
name = num + " " + name;
InitSection();
}
public int getSize()
{
return size;
}
public void destroySection()
{
/*foreach (GameObject block in blocks)
{
Object.Destroy(block);
}*/
/*Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
gameObject.transform.position = new Vector3(0.0f, 0.0f, 1000.0f);*/
Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
//gameObject.SetActive(false);
Destroy(gameObject);
}
}

+ 11
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Assets/Scripts/Map Generation/MapSection.cs.meta View File

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+ 15
- 6
Assets/Scripts/Networking/Client/ClientObject.cs View File

@ -49,19 +49,21 @@ namespace Networking.Client
[Tooltip("Current Score in Round")]
public float RoundScore;
[SerializeField]
[Tooltip("Remaining Lives")]
public float RemainingLives;
[SerializeField]
[Tooltip("A list of all connected clients")]
public ConnectedClients ConnectedClients;
#endregion Inspector Fields
#region ReadOnly Variables
public NetworkClient client { get; private set; }
public bool isConnected { get { return client != null && client.isConnected; } }
#endregion ReadOnly Variables
public void Connect(string serverAddress,int port)
{
Debug.Log("Connecting to server: " + serverAddress + ", " + port);
@ -81,6 +83,7 @@ namespace Networking.Client
client.RegisterHandler(MsgType.Disconnect, OnDisconnect);
client.RegisterHandler(LogicProtocols.SendRoundTime, UpdateTime);
client.RegisterHandler(LogicProtocols.SendScore, UpdateScore);
client.RegisterHandler(LogicProtocols.SendLives, UpdateLives);
}
public void Stop()
@ -97,7 +100,6 @@ namespace Networking.Client
this.PlayerColor = PlayerColor;
}
public void RecieveInventory(NetworkMessage msg)
{
Debug.Log("Recieving Inventory");
@ -132,8 +134,7 @@ namespace Networking.Client
if (!msg.TryRead(out floatMsg))
return;
RoundTime = floatMsg.Float;
RoundTime = floatMsg.Float;
}
public void UpdateScore(NetworkMessage msg)
@ -144,6 +145,14 @@ namespace Networking.Client
RoundScore = floatMsg.Float;
}
}
public void UpdateLives(NetworkMessage msg)
{
LogicProtocols.FloatMsg floatMsg;
if (!msg.TryRead(out floatMsg))
return;
RemainingLives = floatMsg.Float;
}
}
}

+ 2
- 5
Assets/Scripts/Networking/Core/Protocols/LogicProtocols.cs View File

@ -12,7 +12,8 @@ namespace Networking
public const short SendInventory = 201;
public const short SendRoundTime = 202;
public const short SendNotification = 203;
public const short SendScore = 204;
public const short SendScore = 205;
public const short SendLives = 204;
public class LogicMsg : MessageBase
@ -100,10 +101,6 @@ namespace Networking
bagItems[i].isInfinit = reader.ReadBoolean();
}
}
}
public class FloatMsg : MessageBase

+ 9
- 9
Assets/Scripts/Networking/Server/ClientList.cs View File

@ -157,7 +157,7 @@ namespace Networking.Server
newClient.conn.Send(LoginProtocols.LoginSuccess, new LoginProtocols.LoginMsg(newClient.Name, newClient.Color, newClient.characterAnimal));
OnClientsChange.Invoke(ConnectedClients);
newClient.SendInventory();
newClient.SendScore();
newClient.SendLives();
newClient.ChangeScene("WaitScene");
@ -209,15 +209,15 @@ namespace Networking.Server
/// </summary>
public int Score;
/// <summary>
/// Clients character animal - needed for instantiation
/// </summary>
public string characterAnimal = "Bear";
/// <summary>
/// Clients Current Lives
/// </summary>
public int Lives;
/// <summary>
/// Clients number of collected items - for colelction level
/// Clients character animal - needed for instantiation
/// </summary>
public int SceneScore = 0;
public string characterAnimal = "Bear";
/// <summary>
/// Network connection ID
@ -242,9 +242,9 @@ namespace Networking.Server
conn.SendByChannel(LogicProtocols.SendInventory, new LogicProtocols.InventoryMsg(Inventory), TransportConfigure.ReliableFragmented);
}
public void SendScore()
public void SendLives()
{
conn.Send(LogicProtocols.SendScore, new LogicProtocols.FloatMsg(SceneScore));
conn.Send(LogicProtocols.SendLives, new LogicProtocols.FloatMsg(Lives));
}
public void ChangeScene(string scene, bool Additive = false)

+ 2
- 2
Assets/Scripts/PortalSetup.cs View File

@ -51,10 +51,10 @@ public class PortalSetup : MonoBehaviour
void Update()
{
if (!collectedFive && (ConnectedClients[0].SceneScore >= collectAmount || ConnectedClients[1].SceneScore >= collectAmount || ConnectedClients[2].SceneScore >= collectAmount || ConnectedClients[3].SceneScore >= collectAmount)){
/*if (!collectedFive && (ConnectedClients[0].SceneScore >= collectAmount || ConnectedClients[1].SceneScore >= collectAmount || ConnectedClients[2].SceneScore >= collectAmount || ConnectedClients[3].SceneScore >= collectAmount)){
collectedFive = true;
StartCoroutine (ColorChange ());
}
}*/
}
private void Awake ()

+ 38
- 7
Assets/Scripts/UI/Client/LoginUIManager.cs View File

@ -6,6 +6,9 @@ using TMPro;
public class LoginUIManager : MonoBehaviour
{
public int conn;
public int maxPlayers = 2;
ConnectedClients clients;
[Header("References")]
[SerializeField]
private ClientLoginManager clientManager;
@ -34,6 +37,9 @@ public class LoginUIManager : MonoBehaviour
[SerializeField]
private GameObject WaitObject;
[Header("TooManyPlayerDetails")]
[SerializeField]
private GameObject tooManyObject;
private string serverAddress;
private int serverPort;
@ -44,8 +50,11 @@ public class LoginUIManager : MonoBehaviour
bool animalSelected = false;
bool colorSelected = false;
#region Unity Functions
private void Update()
{
conn = GetComponent<animalSelection>().count;
}
private void OnEnable()
{
clientManager.OnConnectedToServer += OnConnect;
@ -74,10 +83,16 @@ public class LoginUIManager : MonoBehaviour
#region Event Functions
IEnumerator DisplayTooManyCoroutine()
{
tooManyObject.SetActive(true);
yield return new WaitForSeconds(5.0f);
tooManyObject.SetActive(false);
}
public void OnConnect()
{
Title.text = DetailsTitle;
CloseAll();
DetailsObject.SetActive(true);
}
@ -89,10 +104,18 @@ public class LoginUIManager : MonoBehaviour
WaitObject.SetActive(true);
}
public void OnLoginFail()
public void OnLoginFail2Many()
{
Title.text = ConnectionTitle;
CloseAll();
StartCoroutine(DisplayTooManyCoroutine());
ConnectionObject.SetActive(true);
}
public void OnLoginFail()
{
Title.text = ConnectionTitle;
Debug.Log("Failure");
CloseAll();
ConnectionObject.SetActive(true);
}
@ -124,10 +147,18 @@ public class LoginUIManager : MonoBehaviour
public void OnClick_Done()
{
if(colorSelected == true && animalSelected == true && playerName != ""){
clientManager.SendPlayerDetails(playerName, playerColor, playerAnimal);
PlayerPrefs.SetString("LastUsedName", playerName);
}
if(conn <= maxPlayers)
{
if (colorSelected == true && animalSelected == true && playerName != "")
{
clientManager.SendPlayerDetails(playerName, playerColor, playerAnimal);
PlayerPrefs.SetString("LastUsedName", playerName);
}
}
else
{
OnLoginFail2Many();
}
}
public void OnClick_Animal(string playerAnimal)

+ 2
- 2
Assets/Scripts/UI/LeadPlayerUI.cs View File

@ -35,8 +35,8 @@ public class LeadPlayerUI : MonoBehaviour
ColorImage.gameObject.SetActive(true);
}
ClientData lead = Clients.maxBy(p => p.SceneScore);
ScoreText.text = lead.SceneScore.ToString();
ClientData lead = Clients.maxBy(p => p.Lives);
ScoreText.text = lead.Lives.ToString();
ColorImage.color = lead.Color;
}

+ 2
- 8
Assets/Scripts/UI/NetworkedUIManager.cs View File

@ -14,7 +14,7 @@ public class NetworkedUIManager : PlayerUIManager
[SerializeField]
private RectTransform Title;
[SerializeField]
private TMPro.TextMeshProUGUI ScoreText;
private TMPro.TextMeshProUGUI LivesText;
[Header("Debug")]
[SerializeField]
@ -31,12 +31,10 @@ public class NetworkedUIManager : PlayerUIManager
TrayUI.SetBlockReader(reader);
StartTime = Time.time;
ShowPosition.y -= Title.rect.height;
ScoreText.text = "Score: " + Client.RoundScore;
LivesText.text = "Lives: " + Client.RemainingLives;
OnClick_Show();
}
private void Update()
{
if (!isTimePaused)
@ -67,8 +65,4 @@ public class NetworkedUIManager : PlayerUIManager
else
TimeText.color = Color.black;
}
}

+ 2
- 1
Assets/Scripts/animalSelection.cs View File

@ -8,6 +8,7 @@ public class animalSelection : MonoBehaviour
{
public ConnectedClients Clients;
public List<Toggle> Animals;
public int count;
//private void OnEnable()
//{
@ -22,7 +23,7 @@ public class animalSelection : MonoBehaviour
public void Update()
{
count = Clients.AllClients.Count;
if (Clients.AllClients.Count > 0)
{
for (int i = 0; i < Clients.AllClients.Count; i++)

+ 4
- 4
Assets/Scripts/blockSpawn.cs View File

@ -37,14 +37,14 @@ public class blockSpawn : MonoBehaviour
private void getPlayerScores()
{
ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
ConnectedClients.Sort((b, a) => a.Lives.CompareTo(b.Lives));
int totalScores = 0;
scoreDifference = ConnectedClients[0].SceneScore + ConnectedClients[ConnectedClients.Count-1].SceneScore;
scoreDifference = ConnectedClients[0].Lives + ConnectedClients[ConnectedClients.Count-1].Lives;
//Debug.Log("score difference " + scoreDifference);
for(int i = 0; i < ConnectedClients.Count; i++)
{
totalScores += ConnectedClients[i].SceneScore;
totalScores += ConnectedClients[i].Lives;
}
average = totalScores / ConnectedClients.Count;
//Debug.Log("score average " + average);
@ -140,7 +140,7 @@ public class blockSpawn : MonoBehaviour
float[] difAvg = new float[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
difAvg[i] = clients[i].SceneScore - average;
difAvg[i] = clients[i].Lives - average;
}
float[] ratio = new float[clients.Length];

+ 0
- 27
Assets/Scripts/portalTesting.cs View File

@ -18,33 +18,6 @@ public class portalTesting : MonoBehaviour
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.A)){
ConnectedClients[0].SceneScore++;
if(ConnectedClients[0].SceneScore >= 5){
ps.validIndex.Add(0);
}
}
if(Input.GetKeyDown(KeyCode.B)){
ConnectedClients[1].SceneScore++;
if(ConnectedClients[1].SceneScore >= 5){
ps.validIndex.Add(1);
}
}
if(Input.GetKeyDown(KeyCode.C)){
ConnectedClients[2].SceneScore++;
if(ConnectedClients[2].SceneScore >= 5){
ps.validIndex.Add(2);
}
}
if(Input.GetKeyDown(KeyCode.D)){
ConnectedClients[3].SceneScore++;
if(ConnectedClients[3].SceneScore >= 5){
ps.validIndex.Add(3);
}
}
}

+ 8
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