using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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using Multiplayer;
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public class GameMode : MonoBehaviour {
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public Recipe recipe;
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public CharacterMovement charMove;
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public Timer timer;
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public GameObject winCanvas;
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public GameObject loseCanvas;
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private void OnEnable()
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{
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ClientManager.Instance.Client.RegisterHandler(PlayerMsgID.GameWin,GameWin);
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ClientManager.Instance.Client.RegisterHandler(PlayerMsgID.GameOver, GameLose);
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}
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private void OnDisable()
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{
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ClientManager.Instance.Client.UnregisterHandler(PlayerMsgID.GameWin);
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ClientManager.Instance.Client.UnregisterHandler(PlayerMsgID.GameOver);
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}
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void Update()
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{
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//CheckValues();
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if (charMove.CheckNearby())
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{
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if (recipe.CheckVictory())
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{
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PreGameWin();
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}
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}
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}
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public void EndGame()
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{
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Multiplayer.ClientManager.Instance.SendMessage(Multiplayer.PlayerMsgID.Lobby);
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}
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public void PreGameWin()
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{
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ClientManager.Instance.SendMessage(PlayerMsgID.GameWin);
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}
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public void PreGameLose()
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{
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ClientManager.Instance.SendMessage(PlayerMsgID.GameOver);
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}
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public void GameWin(NetworkMessage msg)
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{
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winCanvas.SetActive(true);
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timer.enabled = false;
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}
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public void GameLose(NetworkMessage msg)
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{
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loseCanvas.SetActive(true);
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timer.enabled = false;
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}
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/*
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//Check the values for player to see if it changes the minimum or maximum values of all players
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void CheckValues()
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{
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float maxDistance = 0;
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foreach(GameObject gamePlayer in Players)
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{
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float distance = (transform.position - gamePlayer.transform.position).magnitude;
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Player playerScript = gamePlayer.GetComponent<Player>();
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foreach (GameObject dummy in playerScript.dummies)
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{
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float newDis = (transform.position - gamePlayer.transform.position).magnitude;
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if (newDis < distance)
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{
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distance = newDis;
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}
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}
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if (distance > maxDistance)
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{
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maxDistance = distance;
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}
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}
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if (maxDistance < DistanceToWin)
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{
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if (recipe.CheckVictory())
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{
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//Win Game here
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}
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}
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}
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*/
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}
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