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- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using Networking.Server;
-
- public class blockSpawn : MonoBehaviour
- {
- [SerializeField]
- public Inventory.Data[] StrongLogicList;
- public Inventory.Data[] NormalLogicList;
- public Inventory.Data[] WeakLogicList;
- Inventory.Data[] listtoUse;
-
- List<ClientData> ConnectedClients;
- public ClientList clientDataList;
- public List<Block> SpawnBlocks;
- List<Vector3> spawnedLocations;
- public List<Block> possibleSpawnLocations;
- int spawnNumber = 2;
-
- void Awake()
- {
- ConnectedClients = clientDataList.ConnectedClients;
- spawnedLocations = new List<Vector3>();
- possibleSpawnLocations = new List<Block>();
- }
- public void wakeup()
- {
- SpawnBlocks.Clear();
- SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isCollectableSpawnable).ToList();
- }
-
- public void Spawn()
- {
- //Sort play locations so leader is first
- ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
-
- //add two to each to set bounds
- int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
- int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x +2;
- //Debug.Log("Min x: " + min_x + " max x: " + max_x);
-
- //Check points within the bounds of players
- foreach(Block point in SpawnBlocks)
- {
- //Debug.Log("Position: " + point.transform.position.x + " and " + point.transform.position.z);
- if(point.transform.position.x >= min_x && point.transform.position.x <= max_x)
- {
- possibleSpawnLocations.Add(point);
- }
- }
-
- //pick a random value from those available, checks the location
- //then removes it to remove the possibility of duplicates
- //Debug.Log(possibleSpawnLocations.Count);
- if(possibleSpawnLocations.Count > 0)
- {
- while (spawnNumber > 0)
- {
- if(possibleSpawnLocations.Count > 0){
- int choice = Random.Range(0, possibleSpawnLocations.Count - 1);
- bool spawned = checkLocation(possibleSpawnLocations[choice].transform.position);
- if (spawned == true)
- {
- possibleSpawnLocations.RemoveAt(choice);
- spawnNumber--;
- }
- }
-
- }
- }
- spawnNumber = 2;
- }
-
- private bool checkLocation(Vector3 spawnposition)
- {
- bool duplicate = checkDuplicatePosition(spawnposition);
- if (duplicate == false)
- {
- spawnBlock(spawnposition);
- return true;
- }
- else
- {
- Debug.Log("Fail to spawn - duplicate positioning");
- return false;
- }
- }
-
- private bool checkDuplicatePosition(Vector3 spawnposition)
- {
- if (spawnedLocations.Count > 0)
- {
- for (int k = 0; k < spawnedLocations.Count; k++)
- {
- if (spawnedLocations[k].x == spawnposition.x && spawnedLocations[k].z == spawnposition.z)
- {
- return true;
- }
- }
- }
- return false;
- }
-
- private void spawnBlock(Vector3 spawnposition)
- {
- GameObject prefab = Resources.Load("Logic Block") as GameObject;
- GameObject block = Instantiate(prefab);
- spawnposition.y += 1.5f;
- block.transform.position = spawnposition;
- spawnedLocations.Add(spawnposition);
- }
-
- public void assignLogicBlock(GameObject block, float value)
- {
- if(value > 1)
- {
- listtoUse = WeakLogicList;
- }
- else if (value <= 1 && value > (-4))
- {
- listtoUse = NormalLogicList;
- }
- else if (value <= (-5))
- {
- listtoUse = StrongLogicList;
- }
- //max behind camera is -6/-7
- //max lives = 3
- // ~ anyone ahead of the average will have a minimum of 4(full lives) or 2(with 1 life left)
- // ~ anyone behind the average will have a minimum of -3-4(full lives) or -5/-6 (with one life left)
-
- int number = Random.Range(0, listtoUse.Length-1);
- block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = listtoUse[number].element;
- block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = 1;
- }
- }
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