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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;
- public int min_x, max_x;
-
- 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()
- {
- wakeup();
- //Sort play locations so leader is first
- if (ConnectedClients.Count > 1)
- {
- ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
- }
-
- min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
- max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x + 4;
-
- updatePlayerPositions();
- updatePositions(min_x - 1);
-
- //Check points within the bounds of players
- possibleSpawnLocations.Clear();
- foreach (Block point in SpawnBlocks)
- {
- if(point.transform.position.x >= min_x && point.transform.position.x <= max_x)
- {
- possibleSpawnLocations.Add(point);
- }
- }
-
- int triesCount = 0;
- if(possibleSpawnLocations.Count > 0)
- {
- while (spawnNumber > 0 && triesCount < 25)
- {
- 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);
- triesCount = 0;
- spawnNumber--;
- }else{
- triesCount++;
- continue;
- }
- }
- else
- {
- goto escape;
- }
- //Debug.Log("spawnNumber " + spawnNumber);
- }
- //Debug.Log("SpawnTries: " + triesCount);
- }
- escape:
- spawnNumber = 2;
- }
-
- private bool checkLocation(Vector3 spawnposition)
- {
- bool duplicate = checkDuplicatePosition(spawnposition);
- if (duplicate == false)
- {
- spawnBlock(spawnposition);
- //Debug.Log("spawned at" + spawnposition);
- return true;
- }
- else
- {
- //Debug.Log("Fail to spawn at " + spawnposition);
- 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 = 1.0f;
- 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;
- }
-
- public void updatePositions(int min)
- {
- for(int i = SpawnBlocks.Count -1; i>=0; i--)
- {
- if(SpawnBlocks[i].transform.position.x < min)
- {
- SpawnBlocks.Remove(SpawnBlocks[i]);
- }
- }
- }
-
- public void updatePlayerPositions()
- {
- for (int i = SpawnBlocks.Count - 1; i >= 0; i--)
- {
- if (SpawnBlocks[i].CurrentPlayer != null)
- {
- SpawnBlocks.Remove(SpawnBlocks[i]);
- }
- }
- }
- }
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