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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. }
  78. private IEnumerator RoundRoutine()
  79. {
  80. playerArray.ForEach(p => p.recievedList = false);
  81. while (playerArray.Any(p => !p.blockReader.Finished))
  82. {
  83. foreach (PlayerData player in playerArray)
  84. {
  85. if (!player.waiting)
  86. {
  87. if (player.blockReader.CurrentBlock != null && !player.blockReader.CurrentBlock.hasBeenRemoved)
  88. {
  89. Debug.Log("used Block: " + player.blockReader.CurrentBlock.name);
  90. player.client.Inventory.Remove(player.blockReader.CurrentBlock);
  91. player.blockReader.CurrentBlock.hasBeenRemoved = true;
  92. }
  93. player.waiting = player.blockReader.Read(player.character, AnimationTime);
  94. }
  95. }
  96. yield return new WaitForSeconds(AnimationTime);
  97. gamemode.FinishedMove(playerArray.ToArray());
  98. if (playerArray.All(p => p.waiting))
  99. {
  100. playerArray.ForEach(p => p.waiting = false);
  101. Debug.Log("Finished one move");
  102. }
  103. }
  104. if (gamemode.isGameOver(playerArray.ToArray()))
  105. {
  106. Debug.Log("Game Over");
  107. SceneManager.LoadScene("ScoreBoards");
  108. }
  109. gamemode.RoundEnd(playerArray.ToArray());
  110. foreach (PlayerData player in playerArray)
  111. {
  112. player.blockReader.Reset();
  113. player.waiting = false;
  114. player.client.SendInventory();
  115. player.client.ChangeScene("ClientScene");
  116. }
  117. Debug.Log("Finished Moving");
  118. bspawn.getPlayerLocations();
  119. StartRound();
  120. }
  121. private void SpawnCharacters()
  122. {
  123. playerData = new Dictionary<int, PlayerData>();
  124. Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
  125. int spawnIndex = 0;
  126. foreach (ClientData client in ClientList)
  127. {
  128. Character newChar = Instantiate(characterPrefab);
  129. Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
  130. newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
  131. newChar.transform.forward = startingBlock.SpawnDirection.ToVector();
  132. playerData.Add(client.ID, new PlayerData(newChar,client));
  133. client.playerCharacter = newChar;
  134. }
  135. }
  136. private void RegisterHandlers()
  137. {
  138. server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
  139. }
  140. }
  141. public class PlayerData
  142. {
  143. public Character character;
  144. public BlockReader blockReader;
  145. public ClientData client;
  146. public bool recievedList;
  147. public bool waiting;
  148. public PlayerData(Character character, ClientData client)
  149. {
  150. this.character = character;
  151. this.client = client;
  152. blockReader = new BlockReader();
  153. }
  154. }