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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<ClientData> 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<ClientData, List<Block>> BlocksOwned;
int currentBoulderCount;
/// <summary>
/// Called once before any players have spawned
/// </summary>
protected override void OnPreGameStart()
{
mapManager.init();
}
/// <summary>
/// Called once all players have finished their moves but before the Objective is checked
/// </summary>
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<blockSpawn>().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");
}*/
}
/// <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;
/* 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<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;
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<ClientData, List<Block>>();
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;
}
}