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average); - Debug.Log(transform.position.x + " - " + average + " =" + (transform.position.x - average)); - Debug.Log("Value to send: " + tosend); + //Debug.Log(transform.position.x + " - " + average + " =" + (transform.position.x - average)); + //Debug.Log("Value to send: " + tosend); spawn.assignLogicBlock(collectable.gameObject, tosend); collectable.OnCollect(this); diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index 61fec17..ce4bb2e 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -10,7 +10,7 @@ using System.Linq; public class RacetrackGameMode : GameMode { public MapManager mapManager; - public GameObject spawn; + public blockSpawn spawn; public int MaxRound = 999; public string nextScene = "ServerTestScene"; @@ -110,7 +110,7 @@ public class RacetrackGameMode : GameMode //We check for track sections we need to add/remove mapManager.checkTrack(); - spawn.GetComponent().wakeup(); + //spawn.wakeup(); //Move the camera forward at a steady rate each round /*if (scrollSpeed > 0.0f) @@ -303,6 +303,12 @@ public class RacetrackGameMode : GameMode 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; } } diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 2590793..a8970e0 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -128,6 +128,12 @@ public class GameManager : MonoBehaviour //playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x); //playerDataAsArray = playerDataAsArray.OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray(); playerData = playerData.OrderBy(unit => unit.Value.character.CurrentBlock.transform.position.x).ToDictionary(unit => unit.Key, unit => unit.Value); + int order = 1; + foreach (PlayerData data in playerDataAsArray) + { + data.character.runOrder = order; + order++; + } //Loop until all players have finished moving while (playerDataAsArray.Any(p => !p.blockReader.Finished)) diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index 7a1fccf..d5187f5 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -9,6 +9,7 @@ using UnityEngine; public class MapManager : ScriptableObject { public ClientList clients; + public GameObject spawn; public GameObject spawn4; //The section to use as a spawn-point for games with 2-5 players public GameObject spawn8; //The section to use a spawn-point for games with 5-8 players //In 5-player games, we choose between them at random @@ -338,6 +339,7 @@ public class MapManager : ScriptableObject if (checkView(trackEnd)) { chooseNextSection(); + spawn.GetComponent().wakeup(); checkForward(); } } diff --git a/Assets/Scripts/Networking/Client/ClientObject.cs b/Assets/Scripts/Networking/Client/ClientObject.cs index f50fd68..5c1013c 100644 --- a/Assets/Scripts/Networking/Client/ClientObject.cs +++ b/Assets/Scripts/Networking/Client/ClientObject.cs @@ -34,7 +34,7 @@ namespace Networking.Client [SerializeField] [Tooltip("Player Color")] - private Color PlayerColor; + public Color PlayerColor; [Header("Run Time Settings")] [SerializeField] diff --git a/Assets/Scripts/Networking/Server/ClientList.cs b/Assets/Scripts/Networking/Server/ClientList.cs index 0bc4efa..8ba8ec1 100644 --- a/Assets/Scripts/Networking/Server/ClientList.cs +++ b/Assets/Scripts/Networking/Server/ClientList.cs @@ -100,13 +100,18 @@ namespace Networking.Server } ClientData client = ConnectedClients.FirstOrDefault(p => p.ID == msg.conn.connectionId); + client.Lives = 0; + Debug.Log("Connected client count: " + ConnectedClients.Count); ConnectedClients.Remove(client); + Debug.Log("Connected client count: " + ConnectedClients.Count); DisconnectedClients.Add(client); ConnectedClients.ForEach(p => p.conn.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal))); PotentialClients.ForEach(p => p.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal))); Debug.Log("Disconnected: " + client.Name); - //somewhere here we need to remove the disconnected client from the client list and update such things + //update and/or send updates lists + + //keep getting an error here OnClientsChange.Invoke(ConnectedClients); } diff --git a/Assets/Scripts/UI/Client/LoginUIManager.cs b/Assets/Scripts/UI/Client/LoginUIManager.cs index a836fa9..9b0e747 100644 --- a/Assets/Scripts/UI/Client/LoginUIManager.cs +++ b/Assets/Scripts/UI/Client/LoginUIManager.cs @@ -236,7 +236,7 @@ public class LoginUIManager : MonoBehaviour break; case "Panda": //salmon - hex = "#FFA07A"; + hex = "#FF7A82"; break; case "Pig": //pink diff --git a/Assets/Scripts/UI/Lobby/LobbyUIController.cs b/Assets/Scripts/UI/Lobby/LobbyUIController.cs index 423de6c..eb5d6fd 100644 --- a/Assets/Scripts/UI/Lobby/LobbyUIController.cs +++ b/Assets/Scripts/UI/Lobby/LobbyUIController.cs @@ -66,6 +66,13 @@ public class LobbyUIController : MonoBehaviour TextMeshProUGUI clientText = clientObject.GetComponent(); clientText.text = client.Name + " the " + client.characterAnimal; clientText.color = client.Color; + + Material materialInstance = clientText.fontMaterial; + materialInstance.EnableKeyword(ShaderUtilities.Keyword_Underlay); + materialInstance.SetColor("_UnderlayColor", new Color(0.2264151f, 0.2264151f, 0.2264151f, 1)); + materialInstance.SetFloat("_UnderlayOffsetX", 0.5f); + materialInstance.SetFloat("_UnderlayOffsetY", -0.5f); + clientObject.SetActive(true); } } diff --git a/Assets/Scripts/UI/NetworkedUIManager.cs b/Assets/Scripts/UI/NetworkedUIManager.cs index 8ab447d..628b48d 100644 --- a/Assets/Scripts/UI/NetworkedUIManager.cs +++ b/Assets/Scripts/UI/NetworkedUIManager.cs @@ -4,6 +4,7 @@ using UnityEngine; using UnityEngine.Networking; using Networking; using Networking.Client; +using UnityEngine.UI; public class NetworkedUIManager : PlayerUIManager { @@ -20,7 +21,8 @@ public class NetworkedUIManager : PlayerUIManager [SerializeField] private bool isTimePaused; - + public Image backgroundColour; + public Image animalSprite; private float StartTime; private BlockReader reader; @@ -32,6 +34,8 @@ public class NetworkedUIManager : PlayerUIManager StartTime = Time.time; ShowPosition.y -= Title.rect.height; LivesText.text = "Lives: " + Client.RemainingLives; + backgroundColour.color = Client.PlayerColor; + animalSprite.sprite = Resources.Load(Client.PlayerAnimal.ToString()); OnClick_Show(); } diff --git a/Assets/Scripts/blockSpawn.cs b/Assets/Scripts/blockSpawn.cs index 4d72434..8bc3227 100644 --- a/Assets/Scripts/blockSpawn.cs +++ b/Assets/Scripts/blockSpawn.cs @@ -33,7 +33,10 @@ public class blockSpawn : MonoBehaviour 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)); + if (ConnectedClients.Count > 1) + { + 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;