using System.Collections; using System.Collections.Generic; 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 { public MapManager mapManager; public GameObject spawn; public int MaxRound = 999; public string nextScene = "ServerTestScene"; List ConnectedClients; public Material OverlayMaterial; public float scrollSpeed = 1.0f; //The rate at which the level will scroll past public int RoundCount { get; private set; } private Dictionary> BlocksOwned; int currentBoulderCount; /// /// Called once before any players have spawned /// protected override void OnPreGameStart() { mapManager.init(); } /// /// Called once all players have finished their moves but before the Objective is checked /// protected override void OnRoundEnd(PlayerData[] allPlayers) { cameraCheck(allPlayers); //At the end of each round, any stuck players are freed to resume moving next round foreach (PlayerData player in allPlayers) { player.character.stuck = false; if (player.character.inPit && player.client.Lives > 0) { player.character.respawnCharacter(); } } RoundCount++; } void cameraCheck(PlayerData[] allPlayers) { //Get the average x-position of all players float xAvg = 0.0f; int livePlayerCount = 0; foreach (PlayerData player in allPlayers) { if (player.client.Lives > 0) { xAvg += player.character.transform.position.x; livePlayerCount++; } } xAvg = xAvg / livePlayerCount; //Turn that position into a vector in viewport space Vector3 xAvgPos = new Vector3(xAvg, 0.0f, 0.0f); Vector3 xAvgVP = Camera.main.WorldToViewportPoint(xAvgPos); //Debug.Log("xAvgPos = " + xAvgPos + ", xAvgVP = " + xAvgVP); //We move the camera forward by at least one increment //Keep doing it until the average x-position is roughly centred do { Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); xAvgVP = Camera.main.WorldToViewportPoint(xAvgPos); //Debug.Log("Camera = " + Camera.main.transform.position + ", xAvgVP = " + xAvgVP); } while (xAvgVP.x > 0.5f || xAvgVP.y > 0.5f); //If the foremost player is off the screen, scroll forward to catch up with them //Find who's furthest ahead PlayerData playerAhead = allPlayers[0]; foreach (PlayerData player in allPlayers) { if (player.client.Lives > 0 && player.character.transform.position.x > playerAhead.character.transform.position.x) { playerAhead = player; } } //Turn their position to a viewport vector Vector3 playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position); //If that position is not in view, advance until it is while (playerVP.x > 1 || playerVP.y > 1) { Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position); }/**/ //We check for track sections we need to add/remove mapManager.checkTrack(); spawn.GetComponent().wakeup(); //Move the camera forward at a steady rate each round /*if (scrollSpeed > 0.0f) { Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); mapManager.checkTrack(); //Debug.Log("New camera position at x = " + Camera.main.transform.position.x); //Plan: get average position of surviving players, centre camera view on it //Also, will need to check every time someone moves: are they still on camera? //If ahead of camera, advance it until they're visible //If behind camera, they lose a life & respawn } else { //Debug.Log("Not scrolling"); }*/ } /// /// Checks if the Game is finished /// /// returns if game is finished public override bool isGameOver(PlayerData[] allPlayers) { return (RoundCount >= MaxRound -1); } /// /// Called once per player after they have moved onto a block /// /// Character which moved /// Client of the character /// Block moved onto protected override void OnPlayerMoved(Character character, ClientData client, Block currentBlock) { handleFalling(character, client, currentBlock, character.justMoved); /*Debug.Log("Moved to square at " + currentBlock.transform.position.x + ", " + currentBlock.transform.position.y + ", " + currentBlock.transform.position.z); //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; if (character.inWater == true || character.inPit == true) { character.stuck = true; } Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);*/ //Commented out because we don't do this in the racetrack mode /*ClientData OwnedClient; Material overlay = null; if (isOwned(currentBlock, out OwnedClient)) { if (OwnedClient == client) return; BlocksOwned[OwnedClient].Remove(currentBlock); foreach (Material mat in currentBlock.GetComponent().materials) { if (mat.name == OverlayMaterial.name + " (Instance)") overlay = mat; } } if (overlay == null) { overlay = new Material(OverlayMaterial); List mats = new List(currentBlock.GetComponent().materials); mats.Add(overlay); currentBlock.GetComponent().materials = mats.ToArray(); } overlay.SetColor("_NewColor", client.Color); if (!BlocksOwned.ContainsKey(client)) BlocksOwned.Add(client, new List()); BlocksOwned[client].Add(currentBlock); if (overlay != null) currentBlock.StartCoroutine(AnimateBlock(overlay, 0.25f));*/ } protected override void OnRoundStart(PlayerData[] allPlayers) { } protected override void OnAllPlayersMoved(PlayerData[] allPlayers) { foreach (PlayerData player in allPlayers) { /* The justMoved variable is used to determine whether a player taking their turn in the water should become stuck * (because they moved into/in the water), or not (because they're turning while remaining in the same square) * 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;*/ } } protected override void OnGameOver(PlayerData[] allPlayers) { throw new System.NotImplementedException(); } private bool isOwned(Block block, out ClientData client) { client = null; foreach (KeyValuePair> ownedList in BlocksOwned) { if (ownedList.Value.Contains(block)) { client = ownedList.Key; return true; } } return false; } private void handleFalling(Character character, ClientData client, Block currentBlock, bool didMove) { //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)) { character.stuck = true; } //Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck); } protected override void OnPlayerKilled(Character character, ClientData client) { 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) { float timeElasped = 0; while (timeElasped < time) { mat.SetFloat("_Multiplier", (timeElasped / time)); yield return new WaitForEndOfFrame(); timeElasped += Time.deltaTime; } mat.SetFloat("_Multiplier", 1); } protected override void OnGameStart(PlayerData[] AllPlayers) { BlocksOwned = new Dictionary>(); RoundCount = 0; AllPlayers = getPlayerOrder(AllPlayers); for (int i = 0; i < AllPlayers.Length; i++) { OnPlayerMoved(AllPlayers[i].character, AllPlayers[i].client, AllPlayers[i].character.CurrentBlock); } } public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers) { AllPlayers = AllPlayers.ToArray().OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray(); return AllPlayers; } }