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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Networking.Server;
- using TMPro;
- using UnityEngine.UI;
- using System.Linq;
-
- [CreateAssetMenu(menuName = "Major Project/GameModes/Racetrack", order = 201)]
- public class RacetrackGameMode : GameMode
- {
- public MapManager mapManager;
- public blockSpawn spawn;
-
- public int MaxRound = 999;
- public string nextScene = "ServerTestScene";
- List<ClientData> ConnectedClients;
- public Material OverlayMaterial;
- public float scrollSpeed = 1.0f; //The rate at which the level will scroll past
-
- [SerializeField]
- [Tooltip("Layers to ignore when checking for blocks")]
- public LayerMask Ignore;
-
-
- public int RoundCount { get; private set; }
- private Dictionary<ClientData, List<Block>> BlocksOwned;
- int currentBoulderCount;
-
- /// <summary>
- /// Called once before any players have spawned
- /// </summary>
- protected override void OnPreGameStart()
- {
- mapManager.init();
- }
-
- /// <summary>
- /// Called once all players have finished their moves but before the Objective is checked
- /// </summary>
- protected override void OnRoundEnd(PlayerData[] allPlayers)
- {
- cameraCheck(allPlayers);
-
- //At the end of each round, any stuck players are freed to resume moving next round
- respawnPlayers(allPlayers);
-
- /*foreach (PlayerData player in allPlayers)
- {
- player.character.stuck = false;
-
- if (player.character.respawnNeeded && player.client.Lives > 0)
- {
- player.character.respawnCharacter();
- }
- }*/
-
- RoundCount++;
- }
-
- void respawnPlayers(PlayerData[] allPlayers)
- {
- //First step: determine if anyone is waiting to respawn
- List<PlayerData> respawningPlayers = new List<PlayerData>();
- List<PlayerData> survivingPlayers = new List<PlayerData>();
- foreach (PlayerData player in allPlayers)
- {
- if (player.client.Lives > 0)
- {
- if (player.character.respawnNeeded)
- {
- respawningPlayers.Add(player);
- }
- else
- {
- survivingPlayers.Add(player);
- }
- }
- }
-
- //If nobody needs a respawn, we stop here. Otherwise, we carry on
- if (respawningPlayers.Count > 0)
- {
- //Next step: figure out the appropriate respawn point
- //If there are any players left, it will be the average of their positions
- //Otherwise, it will be as close to the centre of the screen as possible
- Vector3 respawnLocation = new Vector3(0.0f, -0.5f, 0.0f);
- //Debug.Log("Initial respawn location: " + respawnLocation);
-
- if (survivingPlayers.Count > 0) //If any players are not currently waiting to respawn, we get the average of their locations
- {
- //Debug.Log("Averaging survivor locations");
- //We list the positions of all the surviving players
- List<Vector3> survivingPlayerLocations = new List<Vector3>();
- foreach (PlayerData player in survivingPlayers)
- {
- survivingPlayerLocations.Add(player.character.transform.position);
- }
-
- foreach (Vector3 vec in survivingPlayerLocations)
- {
- respawnLocation += vec;
- }
-
- respawnLocation = respawnLocation / survivingPlayers.Count;
- //Debug.Log("Averaged survivor locations, new respawn location: " + respawnLocation);
- }
- else //Otherwise, we go for the middle of the screen
- {
- //Debug.Log("Seeking the middle of the screen");
- //We start in the middle of the track, at the back, and scroll forward until we're past the centre of the camera's view
- respawnLocation.x = mapManager.startX;
-
- Vector3 respawnLocationVP = Camera.main.WorldToViewportPoint(respawnLocation);
-
- while (respawnLocationVP.x < 0.5f || respawnLocationVP.y < 0.5f)
- {
- respawnLocation.x += 1.0f;
- respawnLocationVP = Camera.main.WorldToViewportPoint(respawnLocation);
- //Debug.Log("respawnLocation = " + respawnLocation + ", viewport = " + respawnLocationVP);
- }
- //Debug.Log("Found middle of camera view, new respawn location: " + respawnLocation);
- }
-
- //Now we randomly pick blocks in the vicinity of this point to respawn players on
- //Valid blocks are those within x & +/-1 from the chosen location
- //If we don't find enough open, unoccupied blocks within that radius, then we widen it
-
- int radius = 0;
- List<Block> respawnBlocks;
- do
- {
- respawnBlocks = new List<Block>();
- radius++;
-
- //Debug.Log("Finding respawn blocks at radius = " + radius);
-
- for (int i = -1 * radius; i <= radius; i++)
- {
- for (int j = -1 * radius; j <= radius; j++)
- {
- Block currentBlock;
-
- Vector3 currentPos = new Vector3(respawnLocation.x + i, respawnLocation.y, respawnLocation.z + j);
-
- //Debug.Log("Checking position " + currentPos);
-
- if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock))
- {
- /*Debug.Log("Found block at " + currentPos
- + ". is_Walkable = " + currentBlock.is_Walkable
- + ", currentBlock is Water = " + (currentBlock is Water)
- + ", isPit = " + currentBlock.isPit
- + ", no currentPlayer = " + (currentBlock.CurrentPlayer == null));*/
-
- if (currentBlock.is_Walkable //Are we allowed on this block?
- && !(currentBlock is Water) && !(currentBlock.isPit) //Don't respawn on top of instant traps
- && currentBlock.CurrentPlayer == null) //Block must be unoccupied
- {
- respawnBlocks.Add(currentBlock);
- //Debug.Log("Added block at " + currentPos);
- }
- else
- {
- //Debug.Log("Block at " + currentPos + " invalid");
- }
- }
- else
- {
- //Debug.Log("No block at " + currentPos);
- }
- }
- }
- } while (respawnBlocks.Count < respawningPlayers.Count);
-
- //Debug.Log("Possible respawn spots: ");
-
- /*foreach(Block block in respawnBlocks)
- {
- Debug.Log(block.transform.position);
- }*/
-
- foreach (PlayerData player in respawningPlayers)
- {
- //We randomly pick a block for them to respawn on
- int respawnIndex = (int)Random.Range(0.0f, (float)respawnBlocks.Count);
- //Debug.Log("Respawn index = " + respawnIndex);
- Block respawnBlock = respawnBlocks[respawnIndex];
- //Debug.Log("Respawn location = " + respawnBlock.transform.position);
- player.character.respawnCharacter(respawnBlock);
-
- respawnBlocks.Remove(respawnBlock); //Then we remove it from the list for the next player
- }
- }
- }
-
- void cameraCheck(PlayerData[] allPlayers)
- {
- //Get the average x-position of all players
- float xAvg = 0.0f;
- int livePlayerCount = 0;
-
- foreach (PlayerData player in allPlayers)
- {
- if (!(player.character.respawnNeeded) && player.client.Lives > 0)
- {
- xAvg += player.character.transform.position.x;
- livePlayerCount++;
- }
- }
-
- if (livePlayerCount > 0)
- {
- xAvg = xAvg / livePlayerCount;
- }
-
- //Turn that position into a vector in viewport space
- Vector3 xAvgPos = new Vector3(xAvg, 0.0f, 0.0f);
- Vector3 xAvgVP = Camera.main.WorldToViewportPoint(xAvgPos);
-
- //Debug.Log("xAvgPos = " + xAvgPos + ", xAvgVP = " + xAvgVP);
-
- //We move the camera forward by at least one increment
- //Keep doing it until the average x-position is roughly centred
- do
- {
- Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
- xAvgVP = Camera.main.WorldToViewportPoint(xAvgPos);
-
- //Debug.Log("Camera = " + Camera.main.transform.position + ", xAvgVP = " + xAvgVP);
- } while (xAvgVP.x > 0.5f || xAvgVP.y > 0.5f);
-
- //If the foremost player is off the screen, scroll forward to catch up with them
-
- //Find who's furthest ahead
- PlayerData playerAhead = allPlayers[0];
- foreach (PlayerData player in allPlayers)
- {
- if (player.client.Lives > 0 && player.character.transform.position.x > playerAhead.character.transform.position.x)
- {
- playerAhead = player;
- }
- }
-
- //Turn their position to a viewport vector
- Vector3 playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position);
-
- //If that position is not in view, advance until it is
- while (playerVP.x > 1 || playerVP.y > 1)
- {
- Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
- playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position);
- }/**/
-
- //If anyone is out of view at this point, they are dead and need to respawn
- foreach (PlayerData player in allPlayers)
- {
- if (player.client.Lives > 0 && !(player.character.respawnNeeded))
- {
- playerVP = Camera.main.WorldToViewportPoint(player.character.transform.position);
- if (playerVP.x < 0.0f || playerVP.y < 0.0f)
- {
- player.character.respawnNeeded = true;
- }
- }
- }
-
- //We check for track sections we need to add/remove
- mapManager.checkTrack();
- //spawn.wakeup();
-
- //Move the camera forward at a steady rate each round
- /*if (scrollSpeed > 0.0f)
- {
- Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World);
- mapManager.checkTrack();
- //Debug.Log("New camera position at x = " + Camera.main.transform.position.x);
-
- //Plan: get average position of surviving players, centre camera view on it
- //Also, will need to check every time someone moves: are they still on camera?
- //If ahead of camera, advance it until they're visible
- //If behind camera, they lose a life & respawn
- }
- else
- {
- //Debug.Log("Not scrolling");
- }*/
-
- }
-
-
- /// <summary>
- /// Checks if the Game is finished
- /// </summary>
- /// <returns>returns if game is finished</returns>
- public override bool isGameOver(PlayerData[] allPlayers)
- {
- return (RoundCount >= MaxRound -1);
- }
-
-
- /// <summary>
- /// Called once per player after they have moved onto a block
- /// </summary>
- /// <param name="character">Character which moved</param>
- /// <param name="client">Client of the character</param>
- /// <param name="currentBlock">Block moved onto</param>
- protected override void OnPlayerMoved(Character character, ClientData client, Block currentBlock)
- {
- handleFalling(character, client, currentBlock, character.justMoved);
-
- /*Debug.Log("Moved to square at " + currentBlock.transform.position.x + ", "
- + currentBlock.transform.position.y + ", "
- + currentBlock.transform.position.z);
-
- //If a character has fallen in the water or into a pit, we mark that fact, and they lose the rest of their turn
- character.inWater = currentBlock.isWater;
- character.respawnNeeded = currentBlock.isPit;
-
- if (character.inWater == true || character.respawnNeeded == true)
- {
- character.stuck = true;
- }
-
- Debug.Log("inWater = " + character.inWater + ", respawnNeeded = " + character.respawnNeeded + ", stuck = " + character.stuck);*/
-
- //Commented out because we don't do this in the racetrack mode
-
- /*ClientData OwnedClient;
- Material overlay = null;
- if (isOwned(currentBlock, out OwnedClient))
- {
- if (OwnedClient == client)
- return;
-
- BlocksOwned[OwnedClient].Remove(currentBlock);
-
- foreach (Material mat in currentBlock.GetComponent<Renderer>().materials)
- {
- if (mat.name == OverlayMaterial.name + " (Instance)")
- overlay = mat;
- }
- }
-
- if (overlay == null)
- {
- overlay = new Material(OverlayMaterial);
- List<Material> mats = new List<Material>(currentBlock.GetComponent<Renderer>().materials);
- mats.Add(overlay);
- currentBlock.GetComponent<Renderer>().materials = mats.ToArray();
- }
-
- overlay.SetColor("_NewColor", client.Color);
-
- if (!BlocksOwned.ContainsKey(client))
- BlocksOwned.Add(client, new List<Block>());
-
- BlocksOwned[client].Add(currentBlock);
-
- if (overlay != null)
- currentBlock.StartCoroutine(AnimateBlock(overlay, 0.25f));*/
- }
-
- protected override void OnRoundStart(PlayerData[] allPlayers)
- {
-
- }
-
- protected override void OnAllPlayersMoved(PlayerData[] allPlayers)
- {
- foreach (PlayerData player in allPlayers)
- {
- /* The justMoved variable is used to determine whether a player taking their turn in the water should become stuck
- * (because they moved into/in the water), or not (because they're turning while remaining in the same square)
- * It's not needed from move to move, so we clear it
- */
- player.character.justMoved = false;
-
- /* if (BlocksOwned.ContainsKey(player.client))
- player.client.SceneScore = BlocksOwned[player.client].Count;
- else
- player.client.SceneScore = 0;*/
- }
- }
-
- protected override void OnGameOver(PlayerData[] allPlayers)
- {
- throw new System.NotImplementedException();
- }
-
- private bool isOwned(Block block, out ClientData client)
- {
- client = null;
-
- foreach (KeyValuePair<ClientData, List<Block>> ownedList in BlocksOwned)
- {
- if (ownedList.Value.Contains(block))
- {
- client = ownedList.Key;
- return true;
- }
- }
-
- return false;
- }
-
- private void handleFalling(Character character, ClientData client, Block currentBlock, bool didMove)
- {
- //If a character has fallen in the water or into a pit, we mark that fact, and they lose the rest of their turn
- character.inWater = currentBlock.isWater;
- character.respawnNeeded = currentBlock.isPit;
- character.onCrystal = currentBlock.isCrystals;
- character.underRock = currentBlock.isRock;
-
- if (didMove && (character.inWater || character.respawnNeeded))
- {
- character.stuck = true;
- }
- //Debug.Log("inWater = " + character.inWater + ", respawnNeeded = " + character.respawnNeeded + ", stuck = " + character.stuck);
- }
-
- protected override void OnPlayerKilled(Character character, ClientData client)
- {
- if (character.respawnNeeded || character.onCrystal)
- {
- character.lives -= 1;
- character.ClientLink.Lives = character.lives;
- }
- if(character.underRock && currentBoulderCount < 1)
- {
- character.lives -= 1;
- character.ClientLink.Lives = character.lives;
- }
- }
-
- private IEnumerator AnimateBlock(Material mat, float time)
- {
- float timeElasped = 0;
-
- while (timeElasped < time)
- {
- mat.SetFloat("_Multiplier", (timeElasped / time));
- yield return new WaitForEndOfFrame();
- timeElasped += Time.deltaTime;
- }
- mat.SetFloat("_Multiplier", 1);
- }
-
- protected override void OnGameStart(PlayerData[] AllPlayers)
- {
- BlocksOwned = new Dictionary<ClientData, List<Block>>();
- RoundCount = 0;
- AllPlayers = getPlayerOrder(AllPlayers);
- for (int i = 0; i < AllPlayers.Length; i++)
- {
- OnPlayerMoved(AllPlayers[i].character, AllPlayers[i].client, AllPlayers[i].character.CurrentBlock);
- }
- }
-
- public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers)
- {
- AllPlayers = AllPlayers.ToArray().OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray();
- int order = 1;
- foreach(PlayerData data in AllPlayers)
- {
- data.character.runOrder = order;
- order++;
- }
- return AllPlayers;
- }
- }
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