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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. public blockSpawn spawnBlock;
  26. #endregion Inspector Field
  27. #region Private Variables
  28. private Dictionary<int, PlayerData> playerData;
  29. private ActiveBlock[] EnvironmentBlocks;
  30. #endregion Private Variables
  31. #region Read Only
  32. /// <summary>
  33. /// Easy access to IEnumerable in playerData so we can Enumerate through it
  34. /// </summary>
  35. private PlayerData[] playerDataAsArray { get { return playerData.Values.ToArray(); } }
  36. /// <summary>
  37. /// Easy access to GameMode value in CurrentGameMode reference
  38. /// </summary>
  39. private GameMode gameMode { get { return CurrentGameMode.Value; } }
  40. #endregion Read Only
  41. #region Unity Functions
  42. private void Start()
  43. {
  44. spawnBlock = gameObject.GetComponent<blockSpawn>();
  45. //Start Game
  46. StartCoroutine(GameRoutine());
  47. }
  48. private void Update()
  49. {
  50. //This is required so that the server can continue to recieve client messages
  51. //(it is a unity thing)
  52. server.ServerUpdate();
  53. }
  54. private void OnEnable()
  55. {
  56. //Let Server know we want to recieve some messages
  57. RegisterHandlers();
  58. }
  59. private void OnDisable()
  60. {
  61. //Let server know to not send messages this way
  62. UnRegisterHandlers();
  63. }
  64. #endregion Unity Functions
  65. #region Class Functions
  66. private IEnumerator GameRoutine()
  67. {
  68. //Allows game mode to instantiate anything it might need;
  69. gameMode.PreGameStart();
  70. //gets list of items to check spawn locations
  71. spawnBlock.wakeup();
  72. //Spawn Characters and tell let the GameMode do anything with the characters it might want
  73. SpawnCharacters();
  74. playerDataAsArray.ForEach(p => p.client.SendLives());
  75. gameMode.GameStart(playerDataAsArray);
  76. //Loop until the GameMode lets us know the game is over
  77. while (!gameMode.isGameOver(playerDataAsArray))
  78. {
  79. //wait until we have recieved all player input
  80. yield return StartCoroutine(WaitForPlayerInput());
  81. //I hate having to do this
  82. EnvironmentBlocks = FindObjectsOfType<ActiveBlock>();
  83. //Debug.Log("Active blocks found: " + EnvironmentBlocks.Length);
  84. //Routine for players movement
  85. yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine;
  86. }
  87. //Let the gamemode know that the game is over
  88. gameMode.GameEnd(playerDataAsArray);
  89. }
  90. private void removePlayer(PlayerData player)
  91. {
  92. player.client.ChangeScene("WaitScene");
  93. player.isDead = true;
  94. }
  95. private IEnumerator RoundRoutine()
  96. {
  97. //Tell the gamemode that we are starting a round
  98. gameMode.RoundStart(playerDataAsArray);
  99. //Loop until all players have finished moving
  100. while (playerDataAsArray.Any(p => !p.blockReader.Finished))
  101. {
  102. //Loop through all players
  103. foreach (PlayerData player in playerDataAsArray)
  104. {
  105. yield return StartCoroutine(MoveRoutine(player));//Move Player
  106. gameMode.PlayerMoved(player);//LetGameModeKnow
  107. }
  108. //Let Gamemode know all players have moved
  109. gameMode.AllPlayersMoved(playerDataAsArray);
  110. //Let the environment take a turn
  111. yield return StartCoroutine(EnvironmentTurn());
  112. gameMode.EnvironmentTurn(playerDataAsArray);
  113. //if Game is over break out of loop
  114. if (gameMode.isGameOver(playerDataAsArray))
  115. break;
  116. }
  117. //decrease lives here!!
  118. foreach (PlayerData player in playerDataAsArray)
  119. {
  120. gameMode.PlayerKilled(player);
  121. }
  122. playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score
  123. //Let GameMode know that Round is Over
  124. yield return StartCoroutine(EnvironmentEnd());
  125. gameMode.RoundEnd(playerDataAsArray.ToArray());
  126. //check is anyone has 0 lives remaining
  127. //remove them from the array
  128. //force them back to the waiting for players screen
  129. foreach (PlayerData player in playerDataAsArray)
  130. {
  131. if (player.client.Lives == 0)
  132. {
  133. Debug.Log("Remove: " + player.client.characterAnimal);
  134. removePlayer(player);
  135. }
  136. }
  137. //spawn collectible logic blocks
  138. spawnBlock.Spawn();
  139. //Reset some player Data
  140. foreach (PlayerData player in playerDataAsArray)
  141. {
  142. if (player.client.Lives > 0)
  143. {
  144. player.blockReader.Reset();
  145. player.client.SendInventory();
  146. }
  147. }
  148. }
  149. private IEnumerator WaitForPlayerInput()
  150. {
  151. //send round length to players
  152. //#TODO make this only happen after first input
  153. LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg(gameMode.GetRoundTime());
  154. //playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
  155. foreach (PlayerData player in playerDataAsArray)
  156. {
  157. if (player.client.Lives > 0)
  158. {
  159. player.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime);
  160. }
  161. }
  162. //Send players to input Scene
  163. //ClientList.ForEach(p => p.ChangeScene("ClientScene"));
  164. foreach (ClientData client in ClientList)
  165. {
  166. if (client.Lives > 0) { client.ChangeScene("ClientScene"); }
  167. }
  168. //Let gamemode know clients are input-ing
  169. gameMode.InputStart(playerDataAsArray);
  170. //wait for all players to
  171. yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList || p.Value.isDead));
  172. //reset
  173. //playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list
  174. foreach (PlayerData player in playerDataAsArray)
  175. {
  176. if (player.client.Lives > 0) { player.recievedList = false; }
  177. }
  178. //Let gamemode know all inputs have been recieved
  179. gameMode.InputEnd(playerDataAsArray);
  180. }
  181. private IEnumerator MoveRoutine(PlayerData data)
  182. {
  183. //If the current block hasn't already been removed, remove it from the player inventory
  184. //We need to check if it has already been removed so loops don't eat an entire stack
  185. if (data.blockReader.CurrentBlock != null && !data.blockReader.CurrentBlock.hasBeenRemoved)
  186. {
  187. data.client.Inventory.Remove(data.blockReader.CurrentBlock);
  188. data.blockReader.CurrentBlock.hasBeenRemoved = true;
  189. }
  190. //Process the move
  191. //blockFinished = data.blockReader.Read(data.character, AnimationTime, out waitTime);
  192. //Wait for the animation to finish
  193. //yield return new WaitForSeconds(waitTime);
  194. yield return StartCoroutine(data.blockReader.Read(data.character, AnimationTime));
  195. }
  196. private void SpawnCharacters()
  197. {
  198. playerData = new Dictionary<int, PlayerData>();
  199. Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
  200. int blockIndex = 0;
  201. foreach (Block block in SpawnBlocks)
  202. {
  203. //Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
  204. }
  205. //int spawnIndex = 0;
  206. //If we have an odd number of players, then we start at spawn point 0 (in the middle)
  207. //If we have an even number, then we skip it
  208. //int spawnIndex = ((ClientList.Count() + 1) % 2);
  209. int spawnIndex = 0;
  210. foreach (ClientData client in ClientList)
  211. {
  212. //Debug.Log("spawnIndex = " + spawnIndex);
  213. Character newChar = Instantiate(characterPrefab);
  214. //Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
  215. Block startingBlock = SpawnBlocks[spawnIndex++];
  216. newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
  217. newChar.transform.forward = startingBlock.SpawnDirection.ToVector();
  218. playerData.Add(client.ID, new PlayerData(newChar, client));
  219. newChar.ClientLink = client;
  220. client.playerCharacter = newChar;
  221. }
  222. }
  223. private IEnumerator EnvironmentTurn()
  224. {
  225. foreach (var InitiativeGroup in EnvironmentBlocks.GroupBy(p => p.GetInitative())){
  226. foreach (ActiveBlock block in InitiativeGroup)
  227. StartCoroutine(block.OnEnvironmentTurn(playerDataAsArray));
  228. yield return new WaitUntil(() => InitiativeGroup.All(p => p.isFinished));
  229. InitiativeGroup.ForEach(p => p.Reset());
  230. }
  231. }
  232. private IEnumerator EnvironmentEnd()
  233. {
  234. foreach (var InitiativeGroup in EnvironmentBlocks.GroupBy(p => p.GetInitative())){
  235. foreach (ActiveBlock block in InitiativeGroup)
  236. StartCoroutine(block.OnRoundEnd(playerDataAsArray));
  237. yield return new WaitUntil(() => InitiativeGroup.All(p => p.isFinished));
  238. InitiativeGroup.ForEach(p => p.Reset());
  239. }
  240. }
  241. private ActiveBlock[] GetActiveBlocksOf(int intiative)
  242. {
  243. return EnvironmentBlocks.Where(p => p.GetInitative() == intiative).ToArray();
  244. }
  245. #endregion Class Functions
  246. #region Networking Functions
  247. /// <summary>
  248. /// Registers functions which should deal with incoming messages from clients
  249. /// </summary>
  250. private void RegisterHandlers()
  251. {
  252. server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
  253. }
  254. /// <summary>
  255. /// Clears any functions from server register which the manager would deal with
  256. /// </summary>
  257. private void UnRegisterHandlers()
  258. {
  259. server.server.UnregisterHandler(LogicProtocols.SendLogicList);
  260. }
  261. /// <summary>
  262. /// Called when server recieves moves from client
  263. /// </summary>
  264. /// <param name="msg">messages passed by server</param>
  265. private void RecieveLogicList(NetworkMessage msg)
  266. {
  267. //try to read base message as a logic message
  268. LogicProtocols.LogicMsg logicMsg;
  269. if (!msg.TryRead(out logicMsg))
  270. return;
  271. //Debug that we have recieved it
  272. Debug.Log("Recieved function from " + ClientList[msg.conn.connectionId].Name);
  273. //Update player Data with recieved list
  274. playerData[msg.conn.connectionId].blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);
  275. playerData[msg.conn.connectionId].recievedList = true;
  276. }
  277. #endregion Networking Functions
  278. }
  279. public class PlayerData
  280. {
  281. public Character character;
  282. public BlockReader blockReader;
  283. public ClientData client;
  284. public bool recievedList;
  285. public bool isDead = false;
  286. public PlayerData(Character character, ClientData client)
  287. {
  288. this.character = character;
  289. this.client = client;
  290. blockReader = new BlockReader();
  291. }
  292. }