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Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a

# Conflicts:
#	Assets/Models.meta
#	Assets/Scenes/TuteLevelFour.unity
#	ProjectSettings/EditorBuildSettings.asset
master
JoshuaReason 5 years ago
parent
commit
ab13483d31
19 changed files with 576 additions and 257 deletions
  1. +0
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  2. +0
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  3. +2
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  4. +7
    -7
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  5. +26
    -16
      Assets/Scenes/MainMenu Server.unity
  6. +1
    -1
      Assets/Scenes/Scoreboards.unity
  7. +229
    -31
      Assets/Scenes/Server Scenes/Lobby.unity
  8. +6
    -6
      Assets/Scenes/TuteLevelFive.unity
  9. +39
    -18
      Assets/Scenes/TuteLevelFour.unity
  10. +54
    -54
      Assets/Scenes/TuteLevelOne.unity
  11. +20
    -20
      Assets/Scenes/TuteLevelThree.unity
  12. +33
    -33
      Assets/Scenes/TuteLevelTwo.unity
  13. +2
    -2
      Assets/Scripts/Character.cs
  14. +1
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      Assets/Scripts/Logic/Blocks/LogicBlock.cs
  15. +1
    -3
      Assets/Scripts/MainMenuControllerServer.cs
  16. +4
    -5
      Assets/Scripts/Managers/GameManager.cs
  17. +5
    -0
      Assets/Scripts/UI/Lobby/LobbyUIController.cs
  18. +145
    -42
      Assets/Scripts/blockSpawn.cs
  19. +1
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- target: {fileID: 7103365430685043226, guid: 80a26ed87f729434abe07a722ef15e7c,
type: 3}
propertyPath: m_PlaneDistance
value: 1
objectReference: {fileID: 0}
- target: {fileID: 3718319460811201030, guid: 80a26ed87f729434abe07a722ef15e7c,
type: 3}
propertyPath: m_text
@ -1517,11 +1507,6 @@ PrefabInstance:
propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_MethodName
value: OnPlayClick
objectReference: {fileID: 0}
- target: {fileID: 3718319460935249726, guid: 80a26ed87f729434abe07a722ef15e7c,
type: 3}
propertyPath: m_Name
value: Play
objectReference: {fileID: 0}
- target: {fileID: 7103365429638758419, guid: 80a26ed87f729434abe07a722ef15e7c,
type: 3}
propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_Target
@ -1541,6 +1526,21 @@ PrefabInstance:
Level Two'
objectReference: {fileID: 0}
- target: {fileID: 7103365430685043226, guid: 80a26ed87f729434abe07a722ef15e7c,
type: 3}
propertyPath: m_Camera
value:
objectReference: {fileID: 1433387488}
- target: {fileID: 7103365430685043226, guid: 80a26ed87f729434abe07a722ef15e7c,
type: 3}
propertyPath: m_PlaneDistance
value: 1
objectReference: {fileID: 0}
- target: {fileID: 3718319460935249726, guid: 80a26ed87f729434abe07a722ef15e7c,
type: 3}
propertyPath: m_Name
value: Play
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 80a26ed87f729434abe07a722ef15e7c, type: 3}
--- !u!114 &722747776 stripped
@ -2331,8 +2331,8 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1116978250}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 2.3, y: 0.6, z: 1.3}
m_LocalScale: {x: 2.5766, y: 2.5766, z: 2.5766}
m_LocalPosition: {x: -4.28, y: 0.6, z: 4.77}
m_LocalScale: {x: 4, y: 2, z: 4}
m_Children: []
m_Father: {fileID: 0}
m_RootOrder: 10

+ 2
- 2
Assets/Scripts/Character.cs View File

@ -80,10 +80,10 @@ public class Character : MonoBehaviour
if(isTuteLevel == false){
if (BlockTitlePrefab == null)
return;
TMPro.TextMeshPro temp = Instantiate(BlockTitlePrefab.gameObject).GetComponent<TMPro.TextMeshPro>();
temp.text = block.DisplayName;
temp.color = block.Color;
temp.color = ClientLink.Color;
temp.transform.position = transform.position + (Vector3.one * 0.25f);
temp.transform.rotation = Quaternion.LookRotation(temp.transform.position - Camera.main.transform.position);

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

@ -206,7 +206,7 @@ public class BlockToken
{
LogicBlock retVal = (LogicBlock)ScriptableObject.CreateInstance(blockType);
Debug.Log("type: " + retVal.GetType());
//Debug.Log("type: " + retVal.GetType());
retVal.CopyToken(this);
return retVal;

+ 1
- 3
Assets/Scripts/MainMenuControllerServer.cs View File

@ -1,6 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.UI;
using UnityEngine;
public class MainMenuControllerServer : MonoBehaviour

+ 4
- 5
Assets/Scripts/Managers/GameManager.cs View File

@ -96,8 +96,7 @@ public class GameManager : MonoBehaviour
{
gamemode.RoundStart(playerArray.ToArray());
LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg( gamemode.GetRoundTime());
//bspawn.getPlayerScores();
//bspawn.getPlayerLocations();
bspawn.Spawn();
playerArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
}
@ -105,11 +104,11 @@ public class GameManager : MonoBehaviour
{
playerArray.ForEach(p => p.recievedList = false);
Debug.Log("Doing Round Routine");
//Debug.Log("Doing Round Routine");
while (playerArray.Any(p => !p.blockReader.Finished))
{
Debug.Log("One Move");
//Debug.Log("One Move");
foreach (PlayerData player in playerArray)
StartCoroutine(RunOnce(player));
@ -181,7 +180,7 @@ public class GameManager : MonoBehaviour
blockFinished = data.blockReader.Read(data.character, AnimationTime,out waitTime);
Debug.Log("Waiting: " + waitTime);
//Debug.Log("Waiting: " + waitTime);
yield return new WaitForSeconds(waitTime);
gamemode.OnePlayerMoved(data);
}

+ 5
- 0
Assets/Scripts/UI/Lobby/LobbyUIController.cs View File

@ -59,6 +59,11 @@ public class LobbyUIController : MonoBehaviour
}
}
public void OnClick_Back()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu Server");
}
public void OnClick_StartGame()
{

+ 145
- 42
Assets/Scripts/blockSpawn.cs View File

@ -10,78 +10,181 @@ public class blockSpawn : MonoBehaviour
public List<ClientData> ConnectedClients;
public ClientList clientDataList;
public Block[] SpawnBlocks;
bool spawned = false;
public List<Vector3> spawnedLocations;
int scoreDifference = 0;
float average = 0;
void Awake()
{
ConnectedClients = clientDataList.ConnectedClients;
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
spawnedLocations = new List<Vector3>();
}
public void getPlayerScores()
public void Spawn()
{
ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
getPlayerScores();
getPlayerLocations(ConnectedClients.ToArray(), 0.75f);
//second spawning block only if needed
/* if (scoreDifference > average)
{
List<ClientData> lessClients = new List<ClientData>(ConnectedClients);
lessClients.RemoveAt(lessClients.Count - 1);
getPlayerLocations(lessClients.ToArray(), 0.6f);
}*/
}
public void checkValid(Vector3 spawnposition)
private void getPlayerScores()
{
for(int i = 0; i < SpawnBlocks.Length; i++)
ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
int totalScores = 0;
scoreDifference = ConnectedClients[0].SceneScore + ConnectedClients[ConnectedClients.Count-1].SceneScore;
Debug.Log("score difference " + scoreDifference);
for(int i = 0; i < ConnectedClients.Count; i++)
{
if(spawned == false){
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
{
GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab);
int number = (int)Random.Range(1.0f, spawnLogicList.Length);
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);
spawned = true;
break;
}
}
totalScores += ConnectedClients[i].SceneScore;
}
if (spawned == false){
//needs to be changed, can get caught in an infinite loop when z is 7/8
if (spawnposition.z >= 2 && spawnposition.z <= 8)
average = totalScores / ConnectedClients.Count;
Debug.Log("score average " + average);
}
private bool checkDuplicatePosition(Vector3 spawnposition)
{
if (spawnedLocations.Count > 0)
{
for (int k = 0; k < spawnedLocations.Count; k++)
{
spawnposition.z += 1;
checkValid(spawnposition);
if (spawnedLocations[k].x == spawnposition.x && spawnedLocations[k].z == spawnposition.z)
{
return true;
}
}
else if (spawnposition.z >= 8 && spawnposition.z <= 12)
}
return false;
}
private bool checkValid(Vector3 spawnposition)
{
for (int i = 0; i < SpawnBlocks.Length; i++)
{
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
{
spawnposition.z -= 1;
checkValid(spawnposition);
return true;
}
}
}
return false;
}
public void getPlayerLocations()
private void spawnBlock(Vector3 spawnposition)
{
Vector3 spawnposition = new Vector3(0, 1, 0);
Vector2 playerTwo = new Vector2(ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.z);
Vector2 playerOne = new Vector2(ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.z);
GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab);
int number = (int)Random.Range(1.0f, spawnLogicList.Length);
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);
spawnedLocations.Add(spawnposition);
}
//x
if (playerOne.x > playerTwo.x)
private void checkLocation(Vector3 spawnposition)
{
bool duplicate = false;
if (duplicate == false)
{
spawnposition.x = ((playerOne.x - playerTwo.x)/2) + playerTwo.x;
bool valid = checkValid(spawnposition);
if (valid == true)
{
spawnBlock(spawnposition);
}
else
{
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
}
}
else
{
spawnposition.x = ((playerTwo.x - playerOne.x)/2) + playerOne.x;
//this needs to be changed
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
}
//z
if (playerOne.y > playerTwo.y)
}
private void getPlayerLocations(ClientData[] clients, float weightMultiplier)
{
float[] weightings = new float[clients.Length];
if(clients.Length > 1)
{
spawnposition.z = ((playerOne.y - playerTwo.y)/2) + playerTwo.y;
Vector3 spawnposition = new Vector3(0, 0, 0);
for (int i = 0; i < clients.Length; i++)
{
spawnposition += clients[i].playerCharacter.CurrentBlock.VisualPosition;
Debug.Log("currentBlock.VisualPosition " + clients[i].playerCharacter.CurrentBlock.VisualPosition);
}
spawnposition *= (1.0f / clients.Length);
Debug.Log("spawnposition " + spawnposition);
Vector3[] direction = new Vector3[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
direction[i] = (spawnposition - clients[i].playerCharacter.CurrentBlock.VisualPosition);
Debug.Log("direction " + i + " " + direction[i]);
}
//weighting calculations
float[] difAvg = new float[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
difAvg[i] = clients[i].SceneScore - average;
}
float[] ratio = new float[clients.Length];
Debug.Log("difAvg[0] " + difAvg[0]);
if (difAvg[0] == 0)
{
for (int i = 0; i < clients.Length; i++)
{
weightings[i] = 0.5f * weightMultiplier;
Debug.Log("weightings " + i + " " + weightings[i]);
}
}
else
{
for (int i = 0; i < clients.Length; i++)
{
ratio[i] = difAvg[i] / difAvg[0];
ratio[i] /= 2.0f;
ratio[i] += 0.5f;
weightings[i] = ratio[i] * weightMultiplier;
weightings[i] = Mathf.Clamp(weightings[i], 0, 1);
Debug.Log("weightings " + i + " " + weightings[i]);
}
}
//multiply weightings by the direction
//take average point and add directions
for (int i = 0; i < clients.Length; i++)
{
spawnposition += (weightings[i] * direction[i]);
Debug.Log("(weightings[i] * direction[i] " + (weightings[i] * direction[i]));
}
Debug.Log("spawnposition " + spawnposition);
//spawn first block
checkLocation(spawnposition);
}
else
{
spawnposition.z = ((playerTwo.y - playerOne.y)/2) + playerOne.y;
Vector2 playerOne = new Vector2(clients[0].playerCharacter.CurrentBlock.VisualPosition.x, clients[0].playerCharacter.CurrentBlock.VisualPosition.z);
int xVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.x;
int zVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.y;
checkLocation(new Vector3(xVal, 1.0f, zVal));
}
checkValid(spawnposition);
}
}

+ 1
- 1
ProjectSettings/EditorBuildSettings.asset View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:83facaec21f56f9ba82563caa613e5860306f393d754a52a739691c58365b6f1
oid sha256:40161240910626c8e801b5f99059825241f74c1641968ffcf7447136c21075dc
size 1650

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