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Billboard the player order on the backs of each character,

Added a overlay/shadow to the lobby names to make theme easier to read,
Added a coloured background and animal sprite to the client background so players remember who they are
master
ClairePeta 5 years ago
parent
commit
0208a6d7c5
51 changed files with 2403 additions and 1823 deletions
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  38. +2
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  39. +2
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  40. +20
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  42. +5
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  43. +8
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  44. +6
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  45. +2
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  46. +1
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  47. +6
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  48. +1
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  49. +7
    -0
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  50. +5
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  51. +4
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grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
seamlessCubemap: 0
textureFormat: 1
maxTextureSize: 2048
textureSettings:
serializedVersion: 2
filterMode: -1
aniso: -1
mipBias: -100
wrapU: 1
wrapV: 1
wrapW: -1
nPOTScale: 0
lightmap: 0
compressionQuality: 50
spriteMode: 1
spriteExtrude: 1
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
spriteTessellationDetail: -1
textureType: 8
textureShape: 1
singleChannelComponent: 0
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
platformSettings:
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buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
- serializedVersion: 2
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
- serializedVersion: 2
buildTarget: iPhone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
- serializedVersion: 2
buildTarget: tvOS
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
- serializedVersion: 2
buildTarget: Android
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
- serializedVersion: 2
buildTarget: Windows Store Apps
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
physicsShape: []
bones: []
spriteID:
vertices: []
indices:
edges: []
weights: []
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
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+ 2
- 2
Assets/Scenes/Client Scenes/ClientScene.unity View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:6f9bab5981d9aec0c41b47d22c880ffd7140bcc1090173d418dedbc506cb2d2d
size 15738
oid sha256:74aaf18601d78aed33b620ecba791e2734854d3470f3a821c27cf21c3062724b
size 16428

+ 2
- 2
Assets/Scenes/Menus/Lobby.unity View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:1a5f27543fe7238c6f5003414611a9d25367d3b80ef34dd6f1e09c8f59375984
size 46346
oid sha256:d80697018f7e0cb57334c5778dee14be78ec04e3bfa231fbe8042f9073677988
size 46425

+ 20
- 0
Assets/Scripts/Billboard.cs View File

@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Billboard : MonoBehaviour
{
public Camera referenceCamera;
void Awake()
{
if (!referenceCamera)
referenceCamera = Camera.main;
}
void Update()
{
transform.LookAt(transform.position + referenceCamera.transform.rotation * Vector3.forward,
referenceCamera.transform.rotation * Vector3.up);
}
}

+ 11
- 0
Assets/Scripts/Billboard.cs.meta View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e3dd8a5d138b3d248bd7958496e50f90
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

+ 5
- 2
Assets/Scripts/Character.cs View File

@ -4,11 +4,13 @@ using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using Networking.Server; using Networking.Server;
using TMPro;
public class Character : MonoBehaviour public class Character : MonoBehaviour
{ {
public enum Animation { Walk, Run, Jump, Sit, Attack, Hit } public enum Animation { Walk, Run, Jump, Sit, Attack, Hit }
public blockSpawn spawn; public blockSpawn spawn;
public int runOrder = 0;
public string nextScene; public string nextScene;
Animator characterAnimator; Animator characterAnimator;
@ -84,6 +86,7 @@ public class Character : MonoBehaviour
//this.enabled = false; //this.enabled = false;
//gameObject.SetActive(false); //gameObject.SetActive(false);
} }
GetComponentInChildren<TextMeshPro>().text = runOrder.ToString();
} }
@ -324,8 +327,8 @@ public class Character : MonoBehaviour
} }
average /= livePlayerCount; average /= livePlayerCount;
float tosend = lives + (transform.position.x - average); float tosend = lives + (transform.position.x - 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); spawn.assignLogicBlock(collectable.gameObject, tosend);
collectable.OnCollect(this); collectable.OnCollect(this);

+ 8
- 2
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -10,7 +10,7 @@ using System.Linq;
public class RacetrackGameMode : GameMode public class RacetrackGameMode : GameMode
{ {
public MapManager mapManager; public MapManager mapManager;
public GameObject spawn;
public blockSpawn spawn;
public int MaxRound = 999; public int MaxRound = 999;
public string nextScene = "ServerTestScene"; public string nextScene = "ServerTestScene";
@ -110,7 +110,7 @@ public class RacetrackGameMode : GameMode
//We check for track sections we need to add/remove //We check for track sections we need to add/remove
mapManager.checkTrack(); mapManager.checkTrack();
spawn.GetComponent<blockSpawn>().wakeup();
//spawn.wakeup();
//Move the camera forward at a steady rate each round //Move the camera forward at a steady rate each round
/*if (scrollSpeed > 0.0f) /*if (scrollSpeed > 0.0f)
@ -303,6 +303,12 @@ public class RacetrackGameMode : GameMode
public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers) public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers)
{ {
AllPlayers = AllPlayers.ToArray().OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray(); 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; return AllPlayers;
} }
} }

+ 6
- 0
Assets/Scripts/Managers/GameManager.cs View File

@ -128,6 +128,12 @@ public class GameManager : MonoBehaviour
//playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x); //playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x);
//playerDataAsArray = playerDataAsArray.OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray(); //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); 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 //Loop until all players have finished moving
while (playerDataAsArray.Any(p => !p.blockReader.Finished)) while (playerDataAsArray.Any(p => !p.blockReader.Finished))

+ 2
- 0
Assets/Scripts/Map Generation/MapManager.cs View File

@ -9,6 +9,7 @@ using UnityEngine;
public class MapManager : ScriptableObject public class MapManager : ScriptableObject
{ {
public ClientList clients; 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 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 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 //In 5-player games, we choose between them at random
@ -338,6 +339,7 @@ public class MapManager : ScriptableObject
if (checkView(trackEnd)) if (checkView(trackEnd))
{ {
chooseNextSection(); chooseNextSection();
spawn.GetComponent<blockSpawn>().wakeup();
checkForward(); checkForward();
} }
} }

+ 1
- 1
Assets/Scripts/Networking/Client/ClientObject.cs View File

@ -34,7 +34,7 @@ namespace Networking.Client
[SerializeField] [SerializeField]
[Tooltip("Player Color")] [Tooltip("Player Color")]
private Color PlayerColor;
public Color PlayerColor;
[Header("Run Time Settings")] [Header("Run Time Settings")]
[SerializeField] [SerializeField]

+ 6
- 1
Assets/Scripts/Networking/Server/ClientList.cs View File

@ -100,13 +100,18 @@ namespace Networking.Server
} }
ClientData client = ConnectedClients.FirstOrDefault(p => p.ID == msg.conn.connectionId); ClientData client = ConnectedClients.FirstOrDefault(p => p.ID == msg.conn.connectionId);
client.Lives = 0;
Debug.Log("Connected client count: " + ConnectedClients.Count);
ConnectedClients.Remove(client); ConnectedClients.Remove(client);
Debug.Log("Connected client count: " + ConnectedClients.Count);
DisconnectedClients.Add(client); DisconnectedClients.Add(client);
ConnectedClients.ForEach(p => p.conn.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal))); 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))); PotentialClients.ForEach(p => p.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal)));
Debug.Log("Disconnected: " + client.Name); 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); OnClientsChange.Invoke(ConnectedClients);
} }

+ 1
- 1
Assets/Scripts/UI/Client/LoginUIManager.cs View File

@ -236,7 +236,7 @@ public class LoginUIManager : MonoBehaviour
break; break;
case "Panda": case "Panda":
//salmon //salmon
hex = "#FFA07A";
hex = "#FF7A82";
break; break;
case "Pig": case "Pig":
//pink //pink

+ 7
- 0
Assets/Scripts/UI/Lobby/LobbyUIController.cs View File

@ -66,6 +66,13 @@ public class LobbyUIController : MonoBehaviour
TextMeshProUGUI clientText = clientObject.GetComponent<TextMeshProUGUI>(); TextMeshProUGUI clientText = clientObject.GetComponent<TextMeshProUGUI>();
clientText.text = client.Name + " the " + client.characterAnimal; clientText.text = client.Name + " the " + client.characterAnimal;
clientText.color = client.Color; 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); clientObject.SetActive(true);
} }
} }

+ 5
- 1
Assets/Scripts/UI/NetworkedUIManager.cs View File

@ -4,6 +4,7 @@ using UnityEngine;
using UnityEngine.Networking; using UnityEngine.Networking;
using Networking; using Networking;
using Networking.Client; using Networking.Client;
using UnityEngine.UI;
public class NetworkedUIManager : PlayerUIManager public class NetworkedUIManager : PlayerUIManager
{ {
@ -20,7 +21,8 @@ public class NetworkedUIManager : PlayerUIManager
[SerializeField] [SerializeField]
private bool isTimePaused; private bool isTimePaused;
public Image backgroundColour;
public Image animalSprite;
private float StartTime; private float StartTime;
private BlockReader reader; private BlockReader reader;
@ -32,6 +34,8 @@ public class NetworkedUIManager : PlayerUIManager
StartTime = Time.time; StartTime = Time.time;
ShowPosition.y -= Title.rect.height; ShowPosition.y -= Title.rect.height;
LivesText.text = "Lives: " + Client.RemainingLives; LivesText.text = "Lives: " + Client.RemainingLives;
backgroundColour.color = Client.PlayerColor;
animalSprite.sprite = Resources.Load<Sprite>(Client.PlayerAnimal.ToString());
OnClick_Show(); OnClick_Show();
} }

+ 4
- 1
Assets/Scripts/blockSpawn.cs View File

@ -33,7 +33,10 @@ public class blockSpawn : MonoBehaviour
public void Spawn() public void Spawn()
{ {
//Sort play locations so leader is first //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 //add two to each to set bounds
int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x; int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;

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