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Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a

# Conflicts:
#	Assets/Data/Networking/Server/Realtime/Server.asset
#	Assets/Scripts/Networking/Server/ClientList.cs
master
Joshua Reason 4 years ago
parent
commit
521921d131
49 changed files with 2533 additions and 1837 deletions
  1. +2
    -2
      Assets/Data/Map Generation/Map Manager.asset
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      Assets/Scenes/Client Scenes/ClientScene.unity
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      Assets/Scenes/Menus/Lobby.unity
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      Assets/Scripts/Billboard.cs
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      Assets/Scripts/Billboard.cs.meta
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      Assets/Scripts/Character.cs
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      Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs
  43. +6
    -0
      Assets/Scripts/Managers/GameManager.cs
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    -1
      Assets/Scripts/Map Generation/MapManager.cs
  45. +1
    -1
      Assets/Scripts/Networking/Client/ClientObject.cs
  46. +1
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      Assets/Scripts/UI/Client/LoginUIManager.cs
  47. +7
    -0
      Assets/Scripts/UI/Lobby/LobbyUIController.cs
  48. +5
    -1
      Assets/Scripts/UI/NetworkedUIManager.cs
  49. +4
    -1
      Assets/Scripts/blockSpawn.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Billboard : MonoBehaviour
{
public Camera referenceCamera;
void Awake()
{
if (!referenceCamera)
referenceCamera = Camera.main;
}
void Update()
{
transform.LookAt(transform.position + referenceCamera.transform.rotation * Vector3.forward,
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}
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Assets/Scripts/Character.cs View File

@ -4,18 +4,20 @@ using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using Networking.Server;
using TMPro;
public class Character : MonoBehaviour
{
public enum Animation { Walk, Run, Jump, Sit, Attack, Hit }
public blockSpawn spawn;
public int runOrder = 0;
public string nextScene;
Animator characterAnimator;
public bool isTuteLevel = false;
public bool inWater = false; //Am I in the water?
public bool inPit = false; //Did I fall into a pit?
public bool respawnNeeded = false; //Am I waiting on a respawn?
public bool onCrystal = false;
public bool underRock = false;
public bool stuck = false; //Am I still stuck?
@ -84,6 +86,7 @@ public class Character : MonoBehaviour
//this.enabled = false;
//gameObject.SetActive(false);
}
GetComponentInChildren<TextMeshPro>().text = runOrder.ToString();
}
@ -284,13 +287,13 @@ public class Character : MonoBehaviour
if (currentBlock != null)
{
this.transform.position = currentBlock.VisualPosition;
this.inPit = false;
this.respawnNeeded = false;
this._currentBlock = currentBlock;
Debug.Log("Moved " + this.name + " to "
+ this.transform.position.x + ", "
+ this.transform.position.y + ", "
+ this.transform.position.z + ", "
+ " inPit = " + inPit);
+ " respawnNeeded = " + respawnNeeded);
}
else
{
@ -324,8 +327,8 @@ public class Character : MonoBehaviour
}
average /= livePlayerCount;
float tosend = lives + (transform.position.x - average);
Debug.Log(transform.position.x + " - " + average + " =" + (transform.position.x - average));
Debug.Log("Value to send: " + tosend);
//Debug.Log(transform.position.x + " - " + average + " =" + (transform.position.x - average));
//Debug.Log("Value to send: " + tosend);
spawn.assignLogicBlock(collectable.gameObject, tosend);
collectable.OnCollect(this);

+ 141
- 14
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -10,7 +10,7 @@ using System.Linq;
public class RacetrackGameMode : GameMode
{
public MapManager mapManager;
public GameObject spawn;
public blockSpawn spawn;
public int MaxRound = 999;
public string nextScene = "ServerTestScene";
@ -18,6 +18,10 @@ public class RacetrackGameMode : GameMode
public Material OverlayMaterial;
public float scrollSpeed = 1.0f; //The rate at which the level will scroll past
[SerializeField]
[Tooltip("Layers to ignore when checking for blocks")]
public LayerMask Ignore;
public int RoundCount { get; private set; }
private Dictionary<ClientData, List<Block>> BlocksOwned;
@ -39,19 +43,121 @@ public class RacetrackGameMode : GameMode
cameraCheck(allPlayers);
//At the end of each round, any stuck players are freed to resume moving next round
foreach (PlayerData player in allPlayers)
respawnPlayers(allPlayers);
/*foreach (PlayerData player in allPlayers)
{
player.character.stuck = false;
if (player.character.inPit && player.client.Lives > 0)
if (player.character.respawnNeeded && player.client.Lives > 0)
{
player.character.respawnCharacter();
}
}
}*/
RoundCount++;
}
void respawnPlayers(PlayerData[] allPlayers)
{
//First step: determine if anyone is waiting to respawn
List<PlayerData> respawningPlayers = new List<PlayerData>();
List<PlayerData> survivingPlayers = new List<PlayerData>();
foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0)
{
if (player.character.respawnNeeded)
{
respawningPlayers.Add(player);
}
else
{
survivingPlayers.Add(player);
}
}
}
//If nobody needs a respawn, we stop here. Otherwise, we carry on
if (respawningPlayers.Count > 0)
{
//Next step: figure out the appropriate respawn point
//If there are any players left, it will be the average of their positions
//Otherwise, it will be as close to the centre of the screen as possible
Vector3 respawnLocation = new Vector3(0.0f, -0.5f, 0.0f);
if (survivingPlayers.Count > 0) //If any players are not currently waiting to respawn, we get the average of their locations
{
//We list the positions of all the surviving players
List<Vector3> survivingPlayerLocations = new List<Vector3>();
foreach (PlayerData player in survivingPlayers)
{
survivingPlayerLocations.Add(player.character.transform.position);
}
foreach (Vector3 vec in survivingPlayerLocations)
{
respawnLocation += vec;
}
respawnLocation = respawnLocation / survivingPlayers.Count;
}
else //Otherwise, we go for the middle of the screen
{
//We start in the middle of the track, at the back, and scroll forward until we're past the centre of the camera's view
respawnLocation.x = mapManager.startX;
Vector3 respawnLocationVP = Camera.main.WorldToViewportPoint(respawnLocation);
while (respawnLocationVP.x > 0.5f || respawnLocationVP.y > 0.5f)
{
respawnLocation.x += 1.0f;
respawnLocationVP = Camera.main.WorldToViewportPoint(respawnLocation);
}
}
//Now we randomly pick blocks in the vicinity of this point to respawn players on
//Valid blocks are those within x & +/-1 from the chosen location
//If we don't find enough open, unoccupied blocks within that radius, then we widen it
int radius = 0;
List<Block> respawnBlocks;
do
{
respawnBlocks = new List<Block>();
radius++;
for (int i = -1 * radius; i <= radius; i++)
{
for (int j = -1 * radius; j <= radius; j++)
{
Block currentBlock;
Vector3 currentPos = new Vector3(respawnLocation.x + i, respawnLocation.y, respawnLocation.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock) //Does a block exist here?
&& currentBlock.is_Walkable //Are we allowed on this block?
&& !(currentBlock.isWater) && !(currentBlock.isPit) //Don't respawn on top of instant traps
&& currentBlock.CurrentPlayer == null) //Block must be unoccupied
{
respawnBlocks.Add(currentBlock);
}
}
}
} while (respawnBlocks.Count < respawningPlayers.Count);
foreach (PlayerData player in respawningPlayers)
{
//We randomly pick a block for them to respawn on
Block respawnBlock = respawnBlocks[(int)Random.Range(0.0f, (float)respawnBlocks.Count)];
Vector3 respawnLocationPlayer = respawnBlock.transform.position;
player.character.respawnCharacter(respawnLocationPlayer);
respawnBlocks.Remove(respawnBlock); //Then we remove it from the list for the next player
}
}
}
void cameraCheck(PlayerData[] allPlayers)
{
//Get the average x-position of all players
@ -60,14 +166,17 @@ public class RacetrackGameMode : GameMode
foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0)
if (!(player.character.respawnNeeded) && player.client.Lives > 0)
{
xAvg += player.character.transform.position.x;
livePlayerCount++;
}
}
xAvg = xAvg / livePlayerCount;
if (livePlayerCount > 0)
{
xAvg = xAvg / livePlayerCount;
}
//Turn that position into a vector in viewport space
Vector3 xAvgPos = new Vector3(xAvg, 0.0f, 0.0f);
@ -107,10 +216,22 @@ public class RacetrackGameMode : GameMode
playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position);
}/**/
//If anyone is out of view at this point, they are dead and need to respawn
foreach (PlayerData player in allPlayers)
{
if (player.client.Lives > 0 && !(player.character.respawnNeeded))
{
playerVP = Camera.main.WorldToViewportPoint(player.character.transform.position);
if (playerVP.x < 0.0f || playerVP.y < 0.0f)
{
player.character.respawnNeeded = true;
}
}
}
//We check for track sections we need to add/remove
mapManager.checkTrack();
spawn.GetComponent<blockSpawn>().wakeup();
//spawn.wakeup();
//Move the camera forward at a steady rate each round
/*if (scrollSpeed > 0.0f)
@ -158,14 +279,14 @@ public class RacetrackGameMode : GameMode
//If a character has fallen in the water or into a pit, we mark that fact, and they lose the rest of their turn
character.inWater = currentBlock.isWater;
character.inPit = currentBlock.isPit;
character.respawnNeeded = currentBlock.isPit;
if (character.inWater == true || character.inPit == true)
if (character.inWater == true || character.respawnNeeded == true)
{
character.stuck = true;
}
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);*/
Debug.Log("inWater = " + character.inWater + ", respawnNeeded = " + character.respawnNeeded + ", stuck = " + character.stuck);*/
//Commented out because we don't do this in the racetrack mode
@ -251,20 +372,20 @@ public class RacetrackGameMode : GameMode
{
//If a character has fallen in the water or into a pit, we mark that fact, and they lose the rest of their turn
character.inWater = currentBlock.isWater;
character.inPit = currentBlock.isPit;
character.respawnNeeded = currentBlock.isPit;
character.onCrystal = currentBlock.isCrystals;
character.underRock = currentBlock.isRock;
if (didMove && (character.inWater || character.inPit))
if (didMove && (character.inWater || character.respawnNeeded))
{
character.stuck = true;
}
//Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
//Debug.Log("inWater = " + character.inWater + ", respawnNeeded = " + character.respawnNeeded + ", stuck = " + character.stuck);
}
protected override void OnPlayerKilled(Character character, ClientData client)
{
if (character.inPit || character.onCrystal)
if (character.respawnNeeded || character.onCrystal)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
@ -303,6 +424,12 @@ public class RacetrackGameMode : GameMode
public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers)
{
AllPlayers = AllPlayers.ToArray().OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray();
int order = 1;
foreach(PlayerData data in AllPlayers)
{
data.character.runOrder = order;
order++;
}
return AllPlayers;
}
}

+ 6
- 0
Assets/Scripts/Managers/GameManager.cs View File

@ -128,6 +128,12 @@ public class GameManager : MonoBehaviour
//playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x);
//playerDataAsArray = playerDataAsArray.OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray();
playerData = playerData.OrderBy(unit => unit.Value.character.CurrentBlock.transform.position.x).ToDictionary(unit => unit.Key, unit => unit.Value);
int order = 1;
foreach (PlayerData data in playerDataAsArray)
{
data.character.runOrder = order;
order++;
}
//Loop until all players have finished moving
while (playerDataAsArray.Any(p => !p.blockReader.Finished))

+ 3
- 1
Assets/Scripts/Map Generation/MapManager.cs View File

@ -9,6 +9,7 @@ using UnityEngine;
public class MapManager : ScriptableObject
{
public ClientList clients;
public GameObject spawn;
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
@ -20,7 +21,7 @@ public class MapManager : ScriptableObject
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; //The x-position of the current start of the track
public float startX; //The x-position of the current start of the track
float startXinit = -16.0f;
float endX; //The x-position of the current end of the track
int totalSections; //How many sections have been added? Including ones that have been deleted
@ -338,6 +339,7 @@ public class MapManager : ScriptableObject
if (checkView(trackEnd))
{
chooseNextSection();
spawn.GetComponent<blockSpawn>().wakeup();
checkForward();
}
}

+ 1
- 1
Assets/Scripts/Networking/Client/ClientObject.cs View File

@ -34,7 +34,7 @@ namespace Networking.Client
[SerializeField]
[Tooltip("Player Color")]
private Color PlayerColor;
public Color PlayerColor;
[Header("Run Time Settings")]
[SerializeField]

+ 1
- 1
Assets/Scripts/UI/Client/LoginUIManager.cs View File

@ -236,7 +236,7 @@ public class LoginUIManager : MonoBehaviour
break;
case "Panda":
//salmon
hex = "#FFA07A";
hex = "#FF7A82";
break;
case "Pig":
//pink

+ 7
- 0
Assets/Scripts/UI/Lobby/LobbyUIController.cs View File

@ -66,6 +66,13 @@ public class LobbyUIController : MonoBehaviour
TextMeshProUGUI clientText = clientObject.GetComponent<TextMeshProUGUI>();
clientText.text = client.Name + " the " + client.characterAnimal;
clientText.color = client.Color;
Material materialInstance = clientText.fontMaterial;
materialInstance.EnableKeyword(ShaderUtilities.Keyword_Underlay);
materialInstance.SetColor("_UnderlayColor", new Color(0.2264151f, 0.2264151f, 0.2264151f, 1));
materialInstance.SetFloat("_UnderlayOffsetX", 0.5f);
materialInstance.SetFloat("_UnderlayOffsetY", -0.5f);
clientObject.SetActive(true);
}
}

+ 5
- 1
Assets/Scripts/UI/NetworkedUIManager.cs View File

@ -4,6 +4,7 @@ using UnityEngine;
using UnityEngine.Networking;
using Networking;
using Networking.Client;
using UnityEngine.UI;
public class NetworkedUIManager : PlayerUIManager
{
@ -20,7 +21,8 @@ public class NetworkedUIManager : PlayerUIManager
[SerializeField]
private bool isTimePaused;
public Image backgroundColour;
public Image animalSprite;
private float StartTime;
private BlockReader reader;
@ -32,6 +34,8 @@ public class NetworkedUIManager : PlayerUIManager
StartTime = Time.time;
ShowPosition.y -= Title.rect.height;
LivesText.text = "Lives: " + Client.RemainingLives;
backgroundColour.color = Client.PlayerColor;
animalSprite.sprite = Resources.Load<Sprite>(Client.PlayerAnimal.ToString());
OnClick_Show();
}

+ 4
- 1
Assets/Scripts/blockSpawn.cs View File

@ -33,7 +33,10 @@ public class blockSpawn : MonoBehaviour
public void Spawn()
{
//Sort play locations so leader is first
ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
if (ConnectedClients.Count > 1)
{
ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
}
//add two to each to set bounds
int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;

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