- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.Networking;
- using Networking.Server;
- using Networking;
-
-
- public class GameManager : MonoBehaviour
- {
- #region Inspector Field
- [Header("Settings")]
- [SerializeField]
- private float AnimationTime;
- [SerializeField]
- private GameModeReference CurrentGameMode;
-
-
- [Header("References")]
- [SerializeField]
- [Tooltip("Prefab of character for players to play")]
- private Character characterPrefab;
-
- [SerializeField]
- private ServerObject server;
-
- [SerializeField]
- private ClientList ClientList;
-
- #endregion Inspector Field
-
-
- #region Private Variables
- private Dictionary<int, PlayerData> playerData;
- private GameMode gamemode;
- #endregion Private Variables
-
- #region Read Only
- private IEnumerable<PlayerData> playerArray { get { return playerData.Values; } }
- #endregion Read Only
-
- public void Awake()
- {
- gamemode = CurrentGameMode.Value;
- RegisterHandlers();
- SpawnCharacters();
- gamemode.GameStart(playerArray.ToArray());
- ClientList.ForEach(p => p.ChangeScene("ClientScene"));
-
- gamemode.GameStart(playerArray.ToArray());
- }
-
- private void Start()
- {
- gamemode.GameStart(playerArray.ToArray());
- StartRound();
- }
-
- private void Update()
- {
- server.ServerUpdate();
- }
-
- private void RecieveLogicList(NetworkMessage msg)
- {
- LogicProtocols.LogicMsg logicMsg;
- if (!msg.TryRead(out logicMsg))
- return;
-
- Debug.Log("Recieved function from " + msg.conn.connectionId);
-
- playerData[msg.conn.connectionId].blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);
- playerData[msg.conn.connectionId].recievedList = true;
-
- if (playerData.All(p => p.Value.recievedList))
- DoRoundRoutine();
- }
-
- private void DoRoundRoutine()
- {
- Debug.Log("Starting Round");
- StartCoroutine(RoundRoutine());
- }
-
- private void StartRound()
- {
- gamemode.RoundStart(playerArray.ToArray());
- }
-
- private IEnumerator RoundRoutine()
- {
-
- playerArray.ForEach(p => p.recievedList = false);
-
- while (playerArray.Any(p => !p.blockReader.Finished))
- {
-
- foreach (PlayerData player in playerArray)
- {
- if (!player.waiting)
- {
- player.client.Inventory.Remove(player.blockReader.CurrentBlock);
- player.waiting = player.blockReader.Read(player.character, AnimationTime);
- }
- }
-
- yield return new WaitForSeconds(AnimationTime);
-
- gamemode.FinishedMove(playerArray.ToArray());
-
- if (playerArray.All(p => p.waiting))
- {
- playerArray.ForEach(p => p.waiting = false);
- Debug.Log("Finished one move");
- }
-
- if (gamemode.isGameOver(playerArray.ToArray()))
- {
- Debug.Log("Game Over");
- }
- }
-
- gamemode.RoundEnd(playerArray.ToArray());
-
- foreach (PlayerData player in playerArray)
- player.blockReader.Reset();
-
- ClientList.ForEach(p => p.SendInventory());
- ClientList.ForEach(p => p.ChangeScene("ClientScene"));
- Debug.Log("Finished Moving");
- StartRound();
- }
-
-
-
- private void SpawnCharacters()
- {
- playerData = new Dictionary<int, PlayerData>();
- Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
-
-
- int spawnIndex = 0;
- foreach (ClientData client in ClientList)
- {
- Character newChar = Instantiate(characterPrefab);
- Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
- newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
- playerData.Add(client.ID, new PlayerData(newChar,client));
- }
- }
-
- private void RegisterHandlers()
- {
- server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
- }
- }
-
- public class PlayerData
- {
- public Character character;
- public BlockReader blockReader;
- public ClientData client;
-
- public bool recievedList;
- public bool waiting;
-
- public PlayerData(Character character, ClientData client)
- {
- this.character = character;
- this.client = client;
- blockReader = new BlockReader();
- }
- }
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