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- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.Networking;
- using Networking.Server;
- using Networking;
- using UnityEngine.SceneManagement;
-
- public class blockSpawn : MonoBehaviour
- {
- [SerializeField]
- public Inventory.Data[] spawnLogicList;
- public List<ClientData> ConnectedClients;
- public ClientList clientDataList;
- public Block[] SpawnBlocks;
- bool spawned = false;
-
- // Start is called before the first frame update
- void Awake()
- {
- ConnectedClients = clientDataList.ConnectedClients;
- SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
- }
-
- public void getPlayerScores()
- {
- ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
- }
-
- public void checkValid(Vector3 spawnposition)
- {
- for(int i = 0; i < SpawnBlocks.Length; i++)
- {
- if(spawned == false){
- if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
- {
- GameObject prefab = Resources.Load("Logic Block") as GameObject;
- GameObject block = Instantiate(prefab);
-
- int number = (int)Random.Range(1.0f, spawnLogicList.Length);
- block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
- block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = spawnLogicList[number].Count;
- block.transform.position = spawnposition;
- Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
- spawned = true;
- break;
- }
- }
- }
- if(spawned == false){
- //needs to be changed, can get caught in an infinite loop in negatives
- spawnposition.z -= 1;
- checkValid(spawnposition);
- }
- }
-
- public void getPlayerLocations()
- {
- Vector3 spawnposition = new Vector3(0, 1, 0);
- Vector2 playerTwo = new Vector2(ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.z);
- Vector2 playerOne = new Vector2(ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.z);
- //x
- if (playerOne.x > playerTwo.x)
- {
- if ((playerOne.x - playerTwo.x) <= 1)
- {
- spawnposition.x = playerOne.x;
- }
- else
- {
- spawnposition.x = ((playerOne.x - playerTwo.x)/2) + playerOne.x;
- }
- }
- else
- {
- if ((playerTwo.x - playerOne.x) <= 1)
- {
- spawnposition.x = playerTwo.x;
- }
- else
- {
- spawnposition.x = ((playerTwo.x - playerOne.x)/2) + playerTwo.x;
- }
- }
-
- //z
- if (playerOne.y > playerTwo.y)
- {
- if ((playerOne.y - playerTwo.y) <= 1)
- {
- spawnposition.z = playerOne.y;
- }
- else
- {
- spawnposition.z = ((playerOne.y - playerTwo.y)/2) + playerOne.y;
- }
- }
- else
- {
- if ((playerTwo.y - playerOne.y) <= 1)
- {
- spawnposition.z = playerTwo.y;
- }
- else
- {
- spawnposition.z = ((playerTwo.y - playerOne.y)/2) + playerTwo.y;
- }
- }
-
- checkValid(spawnposition);
- }
-
- }
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