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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. using UnityEngine.Networking;
  6. using Networking.Server;
  7. using Networking;
  8. using UnityEngine.SceneManagement;
  9. public class GameManager : MonoBehaviour
  10. {
  11. #region Inspector Field
  12. [Header("Settings")]
  13. [SerializeField]
  14. private float AnimationTime;
  15. [SerializeField]
  16. private GameModeReference CurrentGameMode;
  17. [Header("References")]
  18. [SerializeField]
  19. [Tooltip("Prefab of character for players to play")]
  20. private Character characterPrefab;
  21. [SerializeField]
  22. private ServerObject server;
  23. [SerializeField]
  24. private ClientList ClientList;
  25. #endregion Inspector Field
  26. #region Private Variables
  27. private Dictionary<int, PlayerData> playerData;
  28. private GameMode gamemode;
  29. #endregion Private Variables
  30. #region Read Only
  31. private IEnumerable<PlayerData> playerArray { get { return playerData.Values; } }
  32. #endregion Read Only
  33. public GameObject levelInfo;
  34. public blockSpawn bspawn;
  35. public void Awake()
  36. {
  37. gamemode = CurrentGameMode.Value;
  38. RegisterHandlers();
  39. SpawnCharacters();
  40. ClientList.ForEach(p => p.ChangeScene("ClientScene"));
  41. }
  42. private void Start()
  43. {
  44. StartCoroutine(displayforSeconds(levelInfo, 5.0f));
  45. gamemode.GameStart(playerArray.ToArray());
  46. StartRound();
  47. }
  48. private void Update()
  49. {
  50. server.ServerUpdate();
  51. }
  52. IEnumerator displayforSeconds(GameObject display, float time)
  53. {
  54. display.SetActive (true);
  55. yield return new WaitForSeconds(time);
  56. display.SetActive (false);
  57. }
  58. private void RecieveLogicList(NetworkMessage msg)
  59. {
  60. LogicProtocols.LogicMsg logicMsg;
  61. if (!msg.TryRead(out logicMsg))
  62. return;
  63. Debug.Log("Recieved function from " + msg.conn.connectionId);
  64. playerData[msg.conn.connectionId].blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);
  65. playerData[msg.conn.connectionId].recievedList = true;
  66. if (playerData.All(p => p.Value.recievedList))
  67. DoRoundRoutine();
  68. }
  69. private void DoRoundRoutine()
  70. {
  71. Debug.Log("Starting Round");
  72. StartCoroutine(RoundRoutine());
  73. }
  74. private void StartRound()
  75. {
  76. gamemode.RoundStart(playerArray.ToArray());
  77. LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg( gamemode.GetRoundTime());
  78. bspawn.Spawn();
  79. playerArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
  80. }
  81. private IEnumerator RoundRoutine()
  82. {
  83. playerArray.ForEach(p => p.recievedList = false);
  84. //Debug.Log("Doing Round Routine");
  85. while (playerArray.Any(p => !p.blockReader.Finished))
  86. {
  87. //Debug.Log("One Move");
  88. foreach (PlayerData player in playerArray)
  89. {
  90. Debug.Log(player.client.Name);
  91. StartCoroutine(RunOnce(player));
  92. yield return new WaitUntil(() => player.waiting);
  93. }
  94. //wait until all players have finished
  95. //yield return new WaitUntil(() => playerArray.All(p => p.waiting));
  96. gamemode.FinishedMove(playerArray.ToArray());
  97. playerArray.ForEach(p => p.client.SendScore());
  98. }
  99. if (gamemode.isGameOver(playerArray.ToArray()))
  100. {
  101. Debug.Log("Game Over");
  102. SceneManager.LoadScene("ScoreBoards");
  103. }
  104. gamemode.RoundEnd(playerArray.ToArray());
  105. foreach (PlayerData player in playerArray)
  106. {
  107. player.blockReader.Reset();
  108. player.waiting = false;
  109. player.client.SendInventory();
  110. player.client.ChangeScene("ClientScene");
  111. }
  112. //Debug.Log("Finished Moving");
  113. StartRound();
  114. }
  115. private void SpawnCharacters()
  116. {
  117. playerData = new Dictionary<int, PlayerData>();
  118. Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
  119. int spawnIndex = 0;
  120. foreach (ClientData client in ClientList)
  121. {
  122. Character newChar = Instantiate(characterPrefab);
  123. Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
  124. newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
  125. newChar.transform.forward = startingBlock.SpawnDirection.ToVector();
  126. playerData.Add(client.ID, new PlayerData(newChar,client));
  127. newChar.ClientLink = client;
  128. client.playerCharacter = newChar;
  129. }
  130. }
  131. private void RegisterHandlers()
  132. {
  133. server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
  134. }
  135. private IEnumerator RunOnce(PlayerData data)
  136. {
  137. data.waiting = false;
  138. bool blockFinished = false;
  139. float waitTime;
  140. while (!blockFinished && !data.blockReader.Finished)
  141. {
  142. //Debug.Log(data.client + "Moving once");
  143. if (data.blockReader.CurrentBlock != null && !data.blockReader.CurrentBlock.hasBeenRemoved)
  144. {
  145. data.client.Inventory.Remove(data.blockReader.CurrentBlock);
  146. data.blockReader.CurrentBlock.hasBeenRemoved = true;
  147. }
  148. blockFinished = data.blockReader.Read(data.character, AnimationTime,out waitTime);
  149. //Debug.Log("Waiting: " + waitTime);
  150. yield return new WaitForSeconds(waitTime);
  151. gamemode.OnePlayerMoved(data);
  152. }
  153. data.waiting = true;
  154. }
  155. }
  156. public class PlayerData
  157. {
  158. public Character character;
  159. public BlockReader blockReader;
  160. public ClientData client;
  161. public bool recievedList;
  162. public bool waiting;
  163. public PlayerData(Character character, ClientData client)
  164. {
  165. this.character = character;
  166. this.client = client;
  167. blockReader = new BlockReader();
  168. }
  169. }