Browse Source

Added ability to join if testing in the game scene

develop
Joshua Reason 3 years ago
parent
commit
2f2ee1c1b4
23 changed files with 143 additions and 2429 deletions
  1. +0
    -142
      Assets/Baby Parts/baby base1.png.meta
  2. +0
    -142
      Assets/Baby Parts/baby base2.png.meta
  3. +0
    -142
      Assets/Baby Parts/baby base3.png.meta
  4. +0
    -142
      Assets/Baby Parts/baby eye 1 blue.png.meta
  5. +0
    -142
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  6. +0
    -142
      Assets/Baby Parts/baby eye 1 green.png.meta
  7. +0
    -142
      Assets/Baby Parts/baby hat1.png.meta
  8. +0
    -142
      Assets/Baby Parts/baby hat2.png.meta
  9. +0
    -142
      Assets/Baby Parts/baby hat3.png.meta
  10. +0
    -142
      Assets/Baby Parts/baby pant 1.png.meta
  11. +0
    -142
      Assets/Baby Parts/baby pant 2.1.png.meta
  12. +0
    -142
      Assets/Baby Parts/baby smile 1.png.meta
  13. +0
    -142
      Assets/Baby Parts/baby smile 2.png.meta
  14. +0
    -142
      Assets/Baby Parts/baby smile 3.png.meta
  15. +0
    -142
      Assets/Baby Parts/baby top1.png.meta
  16. +0
    -142
      Assets/Baby Parts/baby top2.png.meta
  17. +0
    -142
      Assets/Baby Parts/baby top3.png.meta
  18. BIN
      Assets/Scenes/PlayerJoinScene.unity
  19. BIN
      Assets/Scenes/Testing Scenes/PlayerTest.unity
  20. +25
    -10
      Assets/Scripts/Managers/GameManager.cs
  21. +17
    -1
      Assets/Scripts/Player Scripts/PlayerManager.cs
  22. +90
    -0
      Assets/World Assets/Prefabs/InputManager.prefab
  23. +7
    -0
      Assets/World Assets/Prefabs/InputManager.prefab.meta

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Assets/Scenes/PlayerJoinScene.unity (Stored with Git LFS) View File

size 40588

BIN
Assets/Scenes/Testing Scenes/PlayerTest.unity (Stored with Git LFS) View File

size 40318

+ 25
- 10
Assets/Scripts/Managers/GameManager.cs View File

@ -14,6 +14,16 @@ public class GameManager : MonoBehaviour
private Camera m_camera;
private void OnEnable()
{
m_PlayerList.OnPlayerJoin += OnPlayerJoin;
}
private void OnDisable()
{
m_PlayerList.OnPlayerJoin -= OnPlayerJoin;
}
// Start is called before the first frame update
void Start()
{
@ -25,23 +35,28 @@ public class GameManager : MonoBehaviour
{
foreach (PlayerData data in m_PlayerList.AllPlayers)
{
GameObject newPlayer = Instantiate(m_playerPrefab);
SpawnPlayer(data);
}
}
data.Input.SwitchCurrentActionMap("Gameplay");
foreach (InputBehaviour input in newPlayer.GetComponentsInChildren<InputBehaviour>())
input.Initialise(data);
private void SpawnPlayer(PlayerData data)
{
GameObject newPlayer = Instantiate(m_playerPrefab);
newPlayer.GetComponentInChildren<PlayerVisuals>().Initalise(data);
data.Input.SwitchCurrentActionMap("Gameplay");
newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up);
}
}
foreach (InputBehaviour input in newPlayer.GetComponentsInChildren<InputBehaviour>())
input.Initialise(data);
newPlayer.GetComponentInChildren<PlayerVisuals>().Initalise(data);
newPlayer.transform.position += Vector3.ProjectOnPlane(Random.insideUnitSphere, Vector3.up);
}
private void LateUpdate()
private void OnPlayerJoin(object sender, PlayerData data)
{
SpawnPlayer(data);
}
}

+ 17
- 1
Assets/Scripts/Player Scripts/PlayerManager.cs View File

@ -8,6 +8,9 @@ using UnityEngine.InputSystem;
public class PlayerManager : MonoBehaviour
{
private static PlayerManager Instance;
[SerializeField]
private PlayerList m_connectedPlayers;
@ -16,7 +19,7 @@ public class PlayerManager : MonoBehaviour
private void OnEnable()
{
DontDestroyOnLoad(gameObject);
DoSingleton();
m_playerManager = GetComponent<PlayerInputManager>();
}
@ -40,6 +43,19 @@ public class PlayerManager : MonoBehaviour
m_playerManager.DisableJoining();
}
private void DoSingleton()
{
if (Instance == null)
{
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DontDestroyOnLoad(gameObject);
}
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{
Destroy(gameObject);
}
}
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