using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Networking.Server;
|
|
using TMPro;
|
|
using UnityEngine.UI;
|
|
|
|
[CreateAssetMenu(menuName = "Major Project/GameModes/Color Collide", order = 201)]
|
|
public class ColorGameMode : GameMode
|
|
{
|
|
|
|
public int MaxRound = 5;
|
|
public string nextScene = "ServerTestScene";
|
|
List<ClientData> ConnectedClients;
|
|
public Material OverlayMaterial;
|
|
public float scrollSpeed = 0.0f; //The rate at which the level will scroll past
|
|
|
|
|
|
public int RoundCount { get; private set; }
|
|
private Dictionary<ClientData, List<Block>> BlocksOwned;
|
|
|
|
/// <summary>
|
|
/// Called once all players have finished their moves but before the Objective is checked
|
|
/// </summary>
|
|
protected override void OnRoundEnd(PlayerData[] allPlayers)
|
|
{
|
|
//Move the camera forward at a steady rate each round
|
|
if (scrollSpeed > 0.0f)
|
|
{
|
|
Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
|
|
Debug.Log("New camera position at x = " + Camera.main.transform.position.x);
|
|
}
|
|
else
|
|
{
|
|
Debug.Log("Not scrolling");
|
|
}
|
|
|
|
//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.character.respawnCharacter();
|
|
}
|
|
}
|
|
|
|
RoundCount++;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Checks if the Game is finished
|
|
/// </summary>
|
|
/// <returns>returns if game is finished</returns>
|
|
public override bool isGameOver(PlayerData[] allPlayers)
|
|
{
|
|
return (RoundCount >= MaxRound -1);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Called once per player after they have moved onto a block
|
|
/// </summary>
|
|
/// <param name="character">Character which moved</param>
|
|
/// <param name="client">Client of the character</param>
|
|
/// <param name="currentBlock">Block moved onto</param>
|
|
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<Renderer>().materials)
|
|
{
|
|
if (mat.name == OverlayMaterial.name + " (Instance)")
|
|
overlay = mat;
|
|
}
|
|
}
|
|
|
|
if (overlay == null)
|
|
{
|
|
overlay = new Material(OverlayMaterial);
|
|
List<Material> mats = new List<Material>(currentBlock.GetComponent<Renderer>().materials);
|
|
mats.Add(overlay);
|
|
currentBlock.GetComponent<Renderer>().materials = mats.ToArray();
|
|
}
|
|
|
|
overlay.SetColor("_NewColor", client.Color);
|
|
|
|
if (!BlocksOwned.ContainsKey(client))
|
|
BlocksOwned.Add(client, new List<Block>());
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
protected override void OnGameOver(PlayerData[] allPlayers)
|
|
{
|
|
throw new System.NotImplementedException();
|
|
}
|
|
|
|
private bool isOwned(Block block, out ClientData client)
|
|
{
|
|
client = null;
|
|
|
|
foreach (KeyValuePair<ClientData, List<Block>> 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;
|
|
|
|
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.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<ClientData, List<Block>>();
|
|
RoundCount = 0;
|
|
for(int i = 0; i < allPlayers.Length; i++)
|
|
{
|
|
OnPlayerMoved(allPlayers[i].character, allPlayers[i].client, allPlayers[i].character.CurrentBlock);
|
|
}
|
|
}
|
|
}
|