Browse Source

Forgot to push lafter class last night

master
Claire Peta 4 years ago
parent
commit
50ac156d92
13 changed files with 78 additions and 44 deletions
  1. +1
    -1
      Assets/Data/Inventory/BaseInventory.asset
  2. +2
    -2
      Assets/Data/Logic Blocks/Wait.asset
  3. +23
    -21
      Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab
  4. +7
    -7
      Assets/Prefabs/Traps/ShootingCannon + Block.prefab
  5. +2
    -2
      Assets/Scenes/Client Scenes/LoginScreen.unity
  6. +2
    -2
      Assets/Scenes/Levels/RaceTrack Beta.unity
  7. +2
    -2
      Assets/Scenes/Menus/MainMenu Server.unity
  8. +5
    -0
      Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs
  9. +11
    -3
      Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs
  10. +2
    -0
      Assets/Scripts/GameMode/GameMode.cs
  11. +7
    -3
      Assets/Scripts/Logic/BlockReader.cs
  12. +5
    -0
      Assets/Scripts/Managers/GameManager.cs
  13. +9
    -1
      Assets/Scripts/UI/LogicElementUI.cs

+ 1
- 1
Assets/Data/Inventory/BaseInventory.asset View File

@ -1,3 +1,3 @@
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Assets/Data/Logic Blocks/Wait.asset View File

@ -1,3 +1,3 @@
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size 580

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- 21
Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab View File

@ -45,11 +45,13 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
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VisualOffset: {x: 0, y: 0, z: 0}
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isWater: 0
isPit: 0
isSpawnable: 0
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Action: {fileID: 11400000, guid: 0b1bcd75cb7dade4fb598ee3412594c2, type: 2}
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GameObject:
m_ObjectHideFlags: 0
@ -149,14 +151,6 @@ PrefabInstance:
m_Modification:
m_TransformParent: {fileID: 4490968977809283}
m_Modifications:
- target: {fileID: 1133981147424236, guid: e5fac62723232674aa487c9073f1ca07, type: 3}
propertyPath: m_Name
value: Cube_GroundL
objectReference: {fileID: 0}
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@ -201,6 +195,14 @@ PrefabInstance:
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propertyPath: m_IsActive
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m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: e5fac62723232674aa487c9073f1ca07, type: 3}
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@ -210,14 +212,6 @@ PrefabInstance:
m_Modification:
m_TransformParent: {fileID: 4490968977809283}
m_Modifications:
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propertyPath: m_Name
value: Cube_GroundU
objectReference: {fileID: 0}
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propertyPath: m_IsActive
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propertyPath: m_LocalPosition.x
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@ -262,6 +256,14 @@ PrefabInstance:
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objectReference: {fileID: 0}
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value: Cube_GroundU
objectReference: {fileID: 0}
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+ 7
- 7
Assets/Prefabs/Traps/ShootingCannon + Block.prefab View File

@ -254,13 +254,13 @@ RectTransform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7559508468311915786}
m_LocalRotation: {x: 0, y: -0.7071068, z: 0, w: 0.7071068}
m_LocalPosition: {x: 0, y: 0, z: 0.134}
m_LocalRotation: {x: -0, y: -0.8055902, z: -0, w: 0.5924732}
m_LocalPosition: {x: 0, y: 0, z: 0.166}
m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 6179448856766749153}
m_RootOrder: 2
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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0.262, y: 1.321}
@ -339,7 +339,7 @@ MonoBehaviour:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_text: 5
m_text: 3
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
@ -367,8 +367,8 @@ MonoBehaviour:
m_outlineColor:
serializedVersion: 2
rgba: 4278190080
m_fontSize: 3
m_fontSizeBase: 3
m_fontSize: 5
m_fontSizeBase: 5
m_fontWeight: 400
m_enableAutoSizing: 0
m_fontSizeMin: 18
@ -385,7 +385,7 @@ MonoBehaviour:
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+ 2
- 2
Assets/Scenes/Client Scenes/LoginScreen.unity View File

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oid sha256:483604a02c8a92d1ac923e970b4e0bc203385ea51d6a516367cc39fc26648333
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+ 2
- 2
Assets/Scenes/Levels/RaceTrack Beta.unity View File

@ -1,3 +1,3 @@
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oid sha256:dd7c1363d42eae1aa8086b72ecf7e2ed28f926aaaaa1fd5562c12d6d1fcb5edd
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+ 2
- 2
Assets/Scenes/Menus/MainMenu Server.unity View File

@ -1,3 +1,3 @@
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+ 5
- 0
Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs View File

@ -206,4 +206,9 @@ public class ColorGameMode : GameMode
OnPlayerMoved(allPlayers[i].character, allPlayers[i].client, allPlayers[i].character.CurrentBlock);
}
}
public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers)
{
throw new System.NotImplementedException();
}
}

+ 11
- 3
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -4,6 +4,7 @@ using UnityEngine;
using Networking.Server;
using TMPro;
using UnityEngine.UI;
using System.Linq;
[CreateAssetMenu(menuName = "Major Project/GameModes/Racetrack", order = 201)]
public class RacetrackGameMode : GameMode
@ -225,13 +226,20 @@ public class RacetrackGameMode : GameMode
mat.SetFloat("_Multiplier", 1);
}
protected override void OnGameStart(PlayerData[] allPlayers)
protected override void OnGameStart(PlayerData[] AllPlayers)
{
BlocksOwned = new Dictionary<ClientData, List<Block>>();
RoundCount = 0;
for(int i = 0; i < allPlayers.Length; i++)
AllPlayers = getPlayerOrder(AllPlayers);
for (int i = 0; i < AllPlayers.Length; i++)
{
OnPlayerMoved(allPlayers[i].character, allPlayers[i].client, allPlayers[i].character.CurrentBlock);
OnPlayerMoved(AllPlayers[i].character, AllPlayers[i].client, AllPlayers[i].character.CurrentBlock);
}
}
public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers)
{
AllPlayers.OrderByDescending(unit => unit.character.transform.position.x);
return AllPlayers;
}
}

+ 2
- 0
Assets/Scripts/GameMode/GameMode.cs View File

@ -147,6 +147,8 @@ public abstract class GameMode : ScriptableObject
}
public abstract PlayerData[] getPlayerOrder(PlayerData[] AllPlayers);
public void RoundStart(PlayerData[] allPlayers)
{
OnRoundStart(allPlayers);

+ 7
- 3
Assets/Scripts/Logic/BlockReader.cs View File

@ -58,9 +58,12 @@ public class BlockReader
/// <returns>Returns false if other readers should wait for this one to run again</returns>
public IEnumerator Read(Character character, float speedMultiplier)
{
if(currentBlockIndex >= LogicChain.Count)
{
yield break;
}
LogicBlock currentBlock = LogicChain[currentBlockIndex];
//If the character has become stuck, they forfeit their remaining moves - we skip directly to their end of their chain
if (character.stuck == true)
{
@ -77,8 +80,9 @@ public class BlockReader
//(it might not be finished if it is a for loop or something)
if (currentBlock.isFinished())
{
currentBlock.Reset();
currentBlockIndex++;
currentBlock.Reset();
}
//Should other readers wait for this one

+ 5
- 0
Assets/Scripts/Managers/GameManager.cs View File

@ -125,11 +125,16 @@ public class GameManager : MonoBehaviour
//Tell the gamemode that we are starting a round
gameMode.RoundStart(playerDataAsArray);
//playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x);
playerDataAsArray.OrderBy(unit => unit.character.transform.position.x).ToArray();
//Loop until all players have finished moving
while (playerDataAsArray.Any(p => !p.blockReader.Finished))
{
//Loop through all players
foreach (PlayerData player in playerDataAsArray)

+ 9
- 1
Assets/Scripts/UI/LogicElementUI.cs View File

@ -67,7 +67,15 @@ public class LogicElementUI : Dragable
nameText.outlineWidth = 0.1f;
icon.GetComponent<Image>().color = LogicElement.Color;
background.GetComponent<Image>().sprite = LogicElement.icon;
if(logicElement.icon != null)
{
background.GetComponent<Image>().sprite = LogicElement.icon;
}
else
{
background.GetComponent<Image>().enabled = false;
}
}
}

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