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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. StartCoroutine(RunOnce(player));
  90. //wait until all players have finished
  91. yield return new WaitUntil(() => playerArray.All(p => p.waiting));
  92. gamemode.FinishedMove(playerArray.ToArray());
  93. playerArray.ForEach(p => p.client.SendScore());
  94. }
  95. if (gamemode.isGameOver(playerArray.ToArray()))
  96. {
  97. Debug.Log("Game Over");
  98. SceneManager.LoadScene("ScoreBoards");
  99. }
  100. gamemode.RoundEnd(playerArray.ToArray());
  101. foreach (PlayerData player in playerArray)
  102. {
  103. player.blockReader.Reset();
  104. player.waiting = false;
  105. player.client.SendInventory();
  106. player.client.ChangeScene("ClientScene");
  107. }
  108. Debug.Log("Finished Moving");
  109. StartRound();
  110. }
  111. private void SpawnCharacters()
  112. {
  113. playerData = new Dictionary<int, PlayerData>();
  114. Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
  115. int spawnIndex = 0;
  116. foreach (ClientData client in ClientList)
  117. {
  118. Character newChar = Instantiate(characterPrefab);
  119. Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
  120. newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
  121. newChar.transform.forward = startingBlock.SpawnDirection.ToVector();
  122. playerData.Add(client.ID, new PlayerData(newChar,client));
  123. newChar.ClientLink = client;
  124. client.playerCharacter = newChar;
  125. }
  126. }
  127. private void RegisterHandlers()
  128. {
  129. server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
  130. }
  131. private IEnumerator RunOnce(PlayerData data)
  132. {
  133. data.waiting = false;
  134. bool blockFinished = false;
  135. float waitTime;
  136. while (!blockFinished && !data.blockReader.Finished)
  137. {
  138. Debug.Log(data.client + "Moving once");
  139. if (data.blockReader.CurrentBlock != null && !data.blockReader.CurrentBlock.hasBeenRemoved)
  140. {
  141. data.client.Inventory.Remove(data.blockReader.CurrentBlock);
  142. data.blockReader.CurrentBlock.hasBeenRemoved = true;
  143. }
  144. blockFinished = data.blockReader.Read(data.character, AnimationTime,out waitTime);
  145. //Debug.Log("Waiting: " + waitTime);
  146. yield return new WaitForSeconds(waitTime);
  147. gamemode.OnePlayerMoved(data);
  148. }
  149. data.waiting = true;
  150. }
  151. }
  152. public class PlayerData
  153. {
  154. public Character character;
  155. public BlockReader blockReader;
  156. public ClientData client;
  157. public bool recievedList;
  158. public bool waiting;
  159. public PlayerData(Character character, ClientData client)
  160. {
  161. this.character = character;
  162. this.client = client;
  163. blockReader = new BlockReader();
  164. }
  165. }