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collectable.OnCollect(this); - } - if (other.gameObject.name == "collect_sphere") - { - other.gameObject.SetActive(false); - //player.collected +=1; + //get position from average; + ClientList list = spawn.clientDataList; + float average = 0; + int livePlayerCount = 0; + foreach (ClientData data in list.ConnectedClients) + { + if (data.Lives > 0) + { + average += data.playerCharacter.transform.position.x; + livePlayerCount++; + } + } + 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); + spawn.assignLogicBlock(collectable.gameObject, tosend); - } - if (other.gameObject.name == "End Portal") - { - other.GetComponent().enabled = false; - SceneManager.LoadScene(nextScene); + collectable.OnCollect(this); } } diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index a634eba..61fec17 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -10,7 +10,7 @@ using System.Linq; public class RacetrackGameMode : GameMode { public MapManager mapManager; - public blockSpawn spawn; + public GameObject spawn; public int MaxRound = 999; public string nextScene = "ServerTestScene"; @@ -110,7 +110,7 @@ public class RacetrackGameMode : GameMode //We check for track sections we need to add/remove mapManager.checkTrack(); - //spawn.wakeup(); + spawn.GetComponent().wakeup(); //Move the camera forward at a steady rate each round /*if (scrollSpeed > 0.0f) diff --git a/Assets/Scripts/LevelBlocks/Block.cs b/Assets/Scripts/LevelBlocks/Block.cs index 4e91db8..a691104 100644 --- a/Assets/Scripts/LevelBlocks/Block.cs +++ b/Assets/Scripts/LevelBlocks/Block.cs @@ -42,6 +42,8 @@ public class Block : MonoBehaviour /// List of current players on this block /// public Character CurrentPlayer { get; protected set; } + + private Renderer renderer; #endregion Private Functions #region ReadOnly Properties @@ -121,6 +123,10 @@ public class Block : MonoBehaviour } } + public bool isVisible() + { + return isPositionVisible(position); + } #endregion Public Functions @@ -155,24 +161,44 @@ public class Block : MonoBehaviour #region Editor Functions private void OnDrawGizmos() { + Vector3 DrawPosition = VisualPosition + Vector3.up * 0.4f; + + + if (isCollectableSpawnable) + { + Vector3 offset = Vector3.zero; +#if UNITY_EDITOR + offset = Vector3.up * Mathf.Sin((float)UnityEditor.EditorApplication.timeSinceStartup * 0.5f) * 0.1f; +#endif + DebugExtensions.DrawCube(DrawPosition + offset, 0.15f, Color.yellow, 0,true); + +#if UNITY_EDITOR + var view = UnityEditor.EditorWindow.GetWindow(); + view.Repaint(); +#endif + + } + + if (!isSpawnable) return; - Vector3 DrawPosition = VisualPosition + Vector3.up * 0.4f; Vector3 Perp = Quaternion.Euler(0, 90, 0) * SpawnDirection.ToVector(); - DebugExtensions.DrawCube(DrawPosition, 0.4f, Color.magenta, 0); + DebugExtensions.DrawCube(DrawPosition, 0.4f, Color.magenta, 0, true); //Eyes Vector3 eyePosition = DrawPosition + SpawnDirection.ToVector() * 0.4f; - DebugExtensions.DrawCube(eyePosition + Perp * 0.2f, 0.1f, Color.magenta, 0); - DebugExtensions.DrawCube(eyePosition - Perp * 0.2f, 0.1f, Color.magenta, 0); + DebugExtensions.DrawCube(eyePosition + Perp * 0.2f, 0.1f, Color.magenta, 0, true); + DebugExtensions.DrawCube(eyePosition - Perp * 0.2f, 0.1f, Color.magenta, 0, true); //ears Vector3 earPosition = DrawPosition + SpawnDirection.ToVector() * 0.2f + Vector3.up * 0.4f; Vector3 earScale = Quaternion.LookRotation(SpawnDirection.ToVector()) * new Vector3(0.1f, 0.1f, 0.05f); - DebugExtensions.DrawCube(earPosition + Perp * 0.3f, earScale, Color.magenta, 0); - DebugExtensions.DrawCube(earPosition - Perp * 0.3f, earScale, Color.magenta, 0); + DebugExtensions.DrawCube(earPosition + Perp * 0.3f, earScale, Color.magenta, 0, true); + DebugExtensions.DrawCube(earPosition - Perp * 0.3f, earScale, Color.magenta, 0, true); + + } #endregion Editor Functions @@ -248,6 +274,23 @@ public class Block : MonoBehaviour return newBlock.GetComponent(); } + public static bool isPositionVisible(Vector3 position) + { + Camera camera = Camera.main; + Vector2 screenPos = camera.WorldToViewportPoint(position); + if (screenPos.x > 1 || screenPos.x < 0) + { + return false; + } + + if (screenPos.y > 1 || screenPos.y < 0) + { + return false; + } + + return true; + } + #endregion } diff --git a/Assets/Scripts/Logic/Blocks/Lasso.cs b/Assets/Scripts/Logic/Blocks/HookShot.cs similarity index 71% rename from Assets/Scripts/Logic/Blocks/Lasso.cs rename to Assets/Scripts/Logic/Blocks/HookShot.cs index 32f8935..cb89379 100644 --- a/Assets/Scripts/Logic/Blocks/Lasso.cs +++ b/Assets/Scripts/Logic/Blocks/HookShot.cs @@ -2,21 +2,16 @@ using System.Collections.Generic; using UnityEngine; -[CreateAssetMenu(menuName = "Major Project/Pick Ups/Lasso Block")] +[CreateAssetMenu(menuName = "Major Project/Pick Ups/HookShot Block")] [System.Serializable] -public class Lasso : LogicBlock +public class HookShot : LogicBlock { - - [SerializeField] - [Header("Max distance checked before returning")] - private int MaxDistance = 30; - [SerializeField] [Header("Direction to shoot in")] private Direction Direction; [SerializeField] - private GameObject ShotPrefab; + private string ResourceName; [SerializeField] private float ShotSpeed = 1; @@ -29,11 +24,15 @@ public class Lasso : LogicBlock Block retVal = startBlock; //block we'll actually move to //Check blocks in front until we hit an obstruction or went the distance - for (int i = 1; i <= MaxDistance; i++) + for (int i = 1; i <= 30; i++) { //Next position to MoveTo position = startBlock.position + (Direction.ToVector(transform) * i); + //if position is off the screen there is nothing to hit + if (!Block.isPositionVisible(position)) + return startBlock; + //if hit player return block they are standing on if (Block.isBlockAtPosition(position, 1, layerMask, out hit)) { if (hit.CurrentPlayer != null) @@ -95,6 +94,36 @@ public class Lasso : LogicBlock target.position = endPosition; } - + public override void CopyToken(BlockToken token) + { + base.CopyToken(token); + Direction = ((HookShotToken)token).Direction; + ResourceName = ((HookShotToken)token).ResourceName; + ShotSpeed = ((HookShotToken)token).ShotSpeed; + } + + public override BlockToken ToToken(BlockToken token = null) + { + if (token == null) + token = new HookShotToken(this); + + HookShotToken retVal = (HookShotToken)base.ToToken(token); + retVal.Direction = Direction; + retVal.ResourceName = ResourceName; + retVal.ShotSpeed = ShotSpeed; + + return retVal; + } + +} + +[System.Serializable] +public class HookShotToken : BlockToken +{ + public Direction Direction; + public string ResourceName; + public float ShotSpeed; + + public HookShotToken(LogicBlock block) : base(block) { } } diff --git a/Assets/Scripts/Logic/Blocks/Lasso.cs.meta b/Assets/Scripts/Logic/Blocks/HookShot.cs.meta similarity index 100% rename from Assets/Scripts/Logic/Blocks/Lasso.cs.meta rename to Assets/Scripts/Logic/Blocks/HookShot.cs.meta diff --git a/Assets/Scripts/LogicBlocks.meta b/Assets/Scripts/LogicBlocks.meta new file mode 100644 index 0000000..98af9d1 --- /dev/null +++ b/Assets/Scripts/LogicBlocks.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8936b441d7647f74884c94f97bfb8931 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 56379cb..2590793 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -179,7 +179,7 @@ public class GameManager : MonoBehaviour } } //spawn collectible logic blocks - //spawnBlock.Spawn(); + spawnBlock.Spawn(); //Reset some player Data diff --git a/Assets/Scripts/Map Generation/MapSection.cs b/Assets/Scripts/Map Generation/MapSection.cs index eaa99fc..5295a52 100644 --- a/Assets/Scripts/Map Generation/MapSection.cs +++ b/Assets/Scripts/Map Generation/MapSection.cs @@ -29,6 +29,8 @@ public class MapSection : MonoBehaviour public List entrances; //Ways into this map segment public List exits; //Ways out of this map segment + public List collectableSpawns; //Which blocks can items spawn on? + // Start is called before the first frame update void Start() { @@ -37,6 +39,10 @@ public class MapSection : MonoBehaviour public void InitSection() { size = widthMax * length; + foreach (GameObject block in collectableSpawns) + { + block.GetComponent().isCollectableSpawnable = true; + } } public void InitSection(int num) diff --git a/Assets/Scripts/Networking/Server/ClientList.cs b/Assets/Scripts/Networking/Server/ClientList.cs index aec3080..0bc4efa 100644 --- a/Assets/Scripts/Networking/Server/ClientList.cs +++ b/Assets/Scripts/Networking/Server/ClientList.cs @@ -134,7 +134,7 @@ namespace Networking.Server } else { - Debug.Log("new Connection: " + loginMsg.Name); + //Debug.Log("new Connection: " + loginMsg.Name); newClient = new ClientData(); newClient.Inventory = Inventory.Clone(StartInventory); } diff --git a/Assets/Scripts/Utility/DebugExtensions.cs b/Assets/Scripts/Utility/DebugExtensions.cs index b7d3617..7c0636f 100644 --- a/Assets/Scripts/Utility/DebugExtensions.cs +++ b/Assets/Scripts/Utility/DebugExtensions.cs @@ -7,7 +7,7 @@ using UnityEngine; /// public static class DebugExtensions { - + /// /// Draws wireframe cube in scene view /// @@ -16,12 +16,23 @@ public static class DebugExtensions /// Color of lines /// Amount of time cube is displayed /// Should cube be obsured by otherobjects - public static void DrawCube(Vector3 Position, Vector3 Extent, Color color, float duration, bool depthTest = true) + public static void DrawCube(Vector3 Position, Vector3 Extent, Color color, float duration, bool depthTest = true, bool isGizmo = false) { Vector3 min = Position - Extent; Vector3 max = Position + Extent; + if (isGizmo) + { + Color oldColor = Gizmos.color; + Gizmos.color = color; + Gizmos.DrawWireCube(Position, Extent * 2); + Gizmos.color = oldColor; + return; + } + + + //Draw bottom Square Debug.DrawLine(new Vector3(min.x, min.y, min.z), new Vector3(min.x, min.y, max.z), color, duration, depthTest); Debug.DrawLine(new Vector3(min.x, min.y, max.z), new Vector3(max.x, min.y, max.z), color, duration, depthTest); @@ -48,10 +59,10 @@ public static class DebugExtensions /// extent of cube (half of size) /// Color of lines /// Amount of time cube is displayed - public static void DrawCube(Vector3 Position, float Extent, Color color, float duration) + public static void DrawCube(Vector3 Position, float Extent, Color color, float duration, bool isGizmo = false) { //Call overload funtion - DrawCube(Position, Vector3.one * Extent, color, duration); + DrawCube(Position, Vector3.one * Extent, color, duration,false); } @@ -84,7 +95,7 @@ public static class DebugExtensions DrawRect(rect, color, duration, depthTest); } - + }//End DebugExtentions diff --git a/Assets/Scripts/blockSpawn.cs b/Assets/Scripts/blockSpawn.cs index a5c0db7..4d72434 100644 --- a/Assets/Scripts/blockSpawn.cs +++ b/Assets/Scripts/blockSpawn.cs @@ -13,9 +13,9 @@ public class blockSpawn : MonoBehaviour List ConnectedClients; public ClientList clientDataList; - public Block[] SpawnBlocks; + public List SpawnBlocks; List spawnedLocations; - List possibleSpawnLocations; + public List possibleSpawnLocations; int spawnNumber = 2; void Awake() @@ -26,8 +26,8 @@ public class blockSpawn : MonoBehaviour } public void wakeup() { - SpawnBlocks.ToList().Clear(); - SpawnBlocks = FindObjectsOfType().Where(p => p.isCollectableSpawnable).ToArray(); + SpawnBlocks.Clear(); + SpawnBlocks = FindObjectsOfType().Where(p => p.isCollectableSpawnable).ToList(); } public void Spawn() @@ -36,13 +36,15 @@ public class blockSpawn : MonoBehaviour 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 + 3; - int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x + 2; + int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x; + int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x +2; + //Debug.Log("Min x: " + min_x + " max x: " + max_x); //Check points within the bounds of players foreach(Block point in SpawnBlocks) { - if(point.transform.position.x > min_x && point.transform.position.x < max_x) + //Debug.Log("Position: " + point.transform.position.x + " and " + point.transform.position.z); + if(point.transform.position.x >= min_x && point.transform.position.x <= max_x) { possibleSpawnLocations.Add(point); } @@ -50,14 +52,21 @@ public class blockSpawn : MonoBehaviour //pick a random value from those available, checks the location //then removes it to remove the possibility of duplicates - 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