Browse Source

Fixed character play order,

checked max players (it was already 8?!?),
fixed timing on the boulder and crystals - less inbetween wait time = less time between rounds
master
ClairePeta 4 years ago
parent
commit
6506309950
19 changed files with 648 additions and 407 deletions
  1. +136
    -123
      Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab
  2. +10
    -8
      Assets/Prefabs/Traps/CrushingBoulder.prefab
  3. +38
    -30
      Assets/Prefabs/Traps/CubeWithCrystals.prefab
  4. +186
    -21
      Assets/Prefabs/Traps/ShootingCannon + Block.prefab
  5. +121
    -98
      Assets/Prefabs/Traps/Turntable L with Cube.prefab
  6. +121
    -98
      Assets/Prefabs/Traps/Turntable R with Cube.prefab
  7. +3
    -1
      Assets/Scripts/Character.cs
  8. +11
    -3
      Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs
  9. +3
    -0
      Assets/Scripts/LevelBlocks/Block.cs
  10. +1
    -1
      Assets/Scripts/Logic/Blocks/Rotate.cs
  11. +9
    -12
      Assets/Scripts/Managers/GameManager.cs
  12. +0
    -3
      Assets/Scripts/Traps/ConveyorBelt.cs
  13. +1
    -1
      Assets/Scripts/Traps/CrushingBoulder.cs
  14. +1
    -1
      Assets/Scripts/Traps/CubeWithCrystals.cs
  15. +1
    -1
      Assets/Scripts/UI/Client/LoginUIManager.cs
  16. +1
    -1
      Assets/Scripts/blockSpawn.cs
  17. +1
    -1
      ProjectSettings/EditorBuildSettings.asset
  18. +2
    -2
      ProjectSettings/GraphicsSettings.asset
  19. +2
    -2
      ProjectSettings/ProjectSettings.asset

+ 136
- 123
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Assets/Scripts/Character.cs View File

@ -15,6 +15,8 @@ public class Character : MonoBehaviour
public bool inWater = false; //Am I in the water?
public bool inPit = false; //Did I fall into a pit?
public bool onCrystal = false;
public bool underRock = false;
public bool stuck = false; //Am I still stuck?
public bool justMoved = false; //Was the logic block I just executed a move command?
Vector3 death = new Vector3(-50, 0, 0);
@ -142,7 +144,7 @@ public class Character : MonoBehaviour
StartAnimation(animation, time);
Debug.Log("Rotating by: " + angles);
//Debug.Log("Rotating by: " + angles);
yield return StartCoroutine(Rotate(direction,angles, time * 0.8f, yFunction));
StopAnimation(animation);

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

@ -20,7 +20,7 @@ public class RacetrackGameMode : GameMode
public int RoundCount { get; private set; }
private Dictionary<ClientData, List<Block>> BlocksOwned;
int currentBoulderCount;
/// <summary>
/// Called once before any players have spawned
@ -193,6 +193,8 @@ 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.onCrystal = currentBlock.isCrystals;
character.underRock = currentBlock.isRock;
if (didMove && (character.inWater || character.inPit))
{
@ -203,11 +205,17 @@ public class RacetrackGameMode : GameMode
protected override void OnPlayerKilled(Character character, ClientData client)
{
if (character.inPit)
if (character.inPit || character.onCrystal)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
}
if(character.underRock && currentBoulderCount < 1)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
}
}
private IEnumerator AnimateBlock(Material mat, float time)
@ -239,7 +247,7 @@ public class RacetrackGameMode : GameMode
public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers)
{
AllPlayers.OrderByDescending(unit => unit.character.transform.position.x);
AllPlayers = AllPlayers.ToArray().OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray();
return AllPlayers;
}
}

+ 3
- 0
Assets/Scripts/LevelBlocks/Block.cs View File

@ -24,6 +24,9 @@ public class Block : MonoBehaviour
[Tooltip("Is this block at the bottom of a pit?")]
public bool isPit = false;
public bool isCrystals = false;
public bool isRock = false;
[Header("Spawn Settings")]
[Tooltip("Can this block be spawned on")]
public bool isSpawnable = false;

+ 1
- 1
Assets/Scripts/Logic/Blocks/Rotate.cs View File

@ -31,7 +31,7 @@ public class Rotate : LogicBlock
{
//player.Rotate(direction, animationTime);
Debug.Log("Rotating by: " + Angle);
//Debug.Log("Rotating by: " + Angle);
yield return player.StartCoroutine(player.RotateInDirection(direction,Angle, Character.Animation.Jump, animationTime));
}

+ 9
- 12
Assets/Scripts/Managers/GameManager.cs View File

@ -34,7 +34,7 @@ public class GameManager : MonoBehaviour
#endregion Inspector Field
#region Private Variables
private Dictionary<int, PlayerData> playerData;
public Dictionary<int, PlayerData> playerData;
private ActiveBlock[] EnvironmentBlocks;
#endregion Private Variables
@ -104,7 +104,7 @@ public class GameManager : MonoBehaviour
//I hate having to do this
EnvironmentBlocks = FindObjectsOfType<ActiveBlock>();
//Debug.Log("Active blocks found: " + EnvironmentBlocks.Length);
////Debug.Log("Active blocks found: " + EnvironmentBlocks.Length);
//Routine for players movement
yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine;
@ -126,16 +126,13 @@ public class GameManager : MonoBehaviour
gameMode.RoundStart(playerDataAsArray);
//playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x);
playerDataAsArray.OrderBy(unit => unit.character.transform.position.x).ToArray();
//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);
//Loop until all players have finished moving
while (playerDataAsArray.Any(p => !p.blockReader.Finished))
{
//Loop through all players
foreach (PlayerData player in playerDataAsArray)
{
@ -174,7 +171,7 @@ public class GameManager : MonoBehaviour
{
if (player.client.Lives == 0)
{
Debug.Log("Remove: " + player.client.characterAnimal);
//Debug.Log("Remove: " + player.client.characterAnimal);
removePlayer(player);
}
}
@ -259,7 +256,7 @@ public class GameManager : MonoBehaviour
int blockIndex = 0;
foreach (Block block in SpawnBlocks)
{
//Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
////Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
}
//int spawnIndex = 0;
@ -271,7 +268,7 @@ public class GameManager : MonoBehaviour
foreach (ClientData client in ClientList)
{
//Debug.Log("spawnIndex = " + spawnIndex);
////Debug.Log("spawnIndex = " + spawnIndex);
Character newChar = Instantiate(characterPrefab);
//Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
Block startingBlock = SpawnBlocks[spawnIndex++];
@ -344,8 +341,8 @@ public class GameManager : MonoBehaviour
if (!msg.TryRead(out logicMsg))
return;
//Debug that we have recieved it
Debug.Log("Recieved function from " + ClientList[msg.conn.connectionId].Name);
////Debug that we have recieved it
////Debug.Log("Recieved function from " + ClientList[msg.conn.connectionId].Name);
//Update player Data with recieved list
playerData[msg.conn.connectionId].blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);

+ 0
- 3
Assets/Scripts/Traps/ConveyorBelt.cs View File

@ -20,11 +20,8 @@ public class ConveyorBelt : ActiveBlock
{
if (CurrentPlayer != null)
{
//Debug.Log("currentPlayer: " + CurrentPlayer);
yield return StartCoroutine(Action.Run(CurrentPlayer, 1,true));
}
isFinished = true;
}
}

+ 1
- 1
Assets/Scripts/Traps/CrushingBoulder.cs View File

@ -27,7 +27,7 @@ public class CrushingBoulder : ActiveBlock
if (countdown == 0)
{
StartCoroutine(FallRaiseCoroutine(-2.0f));
yield return new WaitForSeconds(5);
yield return new WaitForSeconds(0.5f);
StartCoroutine(FallRaiseCoroutine(2.0f));
countdown = countdowntimer;
}

+ 1
- 1
Assets/Scripts/Traps/CubeWithCrystals.cs View File

@ -14,7 +14,7 @@ public class CubeWithCrystals : ActiveBlock
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{
StartCoroutine(GrowCoroutine());
yield return new WaitForSeconds(5);
yield return new WaitForSeconds(0.5f);
StartCoroutine(ShrinkCoroutine());
isFinished = true;
//yield break;

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

@ -155,7 +155,7 @@ public class LoginUIManager : MonoBehaviour
public void OnClick_Done()
{
if(conn <= maxPlayers)
if(conn < maxPlayers)
{
if (colorSelected == true && animalSelected == true && playerName != "")
{

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

@ -109,7 +109,7 @@ public class blockSpawn : MonoBehaviour
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = spawnLogicList[number].Count;
block.transform.position = spawnposition;
Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
//Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
spawnedLocations.Add(spawnposition);
}
}

+ 1
- 1
ProjectSettings/EditorBuildSettings.asset View File

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size 2120

+ 2
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ProjectSettings/GraphicsSettings.asset View File

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oid sha256:06f2c9c42c3e01f1143d4c15cfe4f316cfab490aba17fde694e466c130d4e3a4
size 2359

+ 2
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ProjectSettings/ProjectSettings.asset View File

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size 20392

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