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Added more conditions to map section selection, based on width & difficulty, with width reducing & difficuty increasing as the game continues. Also split camera movement in RacetrackGameMode off into its own function in preparation for expanding it, so it doesn't clutter up OnRoundEnd.

Josh_Dev_branch
s3607057 (Angus Niven) 5 years ago
parent
commit
0bccb8dc42
8 changed files with 1679 additions and 2492 deletions
  1. +1006
    -1259
      Assets/Prefabs/Map Sections/Start 4-player.prefab
  2. +430
    -436
      Assets/Prefabs/Map Sections/Start 8-player.prefab
  3. +36
    -329
      Assets/Prefabs/Map Sections/Test 1.prefab
  4. +42
    -297
      Assets/Prefabs/Map Sections/Test 2.prefab
  5. +30
    -129
      Assets/Prefabs/Map Sections/Test 3.prefab
  6. +22
    -11
      Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs
  7. +107
    -8
      Assets/Scripts/Map Generation/MapManager.cs
  8. +6
    -23
      Assets/Scripts/Map Generation/MapSection.cs

+ 1006
- 1259
Assets/Prefabs/Map Sections/Start 4-player.prefab
File diff suppressed because it is too large
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+ 430
- 436
Assets/Prefabs/Map Sections/Start 8-player.prefab
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+ 36
- 329
Assets/Prefabs/Map Sections/Test 1.prefab View File

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m_CorrespondingSourceObject: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, m_CorrespondingSourceObject: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291,
@ -4025,12 +3938,6 @@ Transform:
type: 3} type: 3}
m_PrefabInstance: {fileID: 8141514750362591265} m_PrefabInstance: {fileID: 8141514750362591265}
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
--- !u!1 &8140387084344691589 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 1141756196039588, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
m_PrefabInstance: {fileID: 8141514750362591265}
m_PrefabAsset: {fileID: 0}
--- !u!1001 &8430417684440715030 --- !u!1001 &8430417684440715030
PrefabInstance: PrefabInstance:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -4226,12 +4133,6 @@ PrefabInstance:
objectReference: {fileID: 0} objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3} m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
--- !u!1 &8548839626854849062 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 1141756196039588, guid: d7698c69246c64044ab2a94628bf0291,
type: 3}
m_PrefabInstance: {fileID: 8549971961488044418}
m_PrefabAsset: {fileID: 0}
--- !u!4 &8550205596752905782 stripped --- !u!4 &8550205596752905782 stripped
Transform: Transform:
m_CorrespondingSourceObject: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, m_CorrespondingSourceObject: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291,

+ 22
- 11
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -34,17 +34,7 @@ public class RacetrackGameMode : GameMode
/// </summary> /// </summary>
protected override void OnRoundEnd(PlayerData[] allPlayers) protected override void OnRoundEnd(PlayerData[] allPlayers)
{ {
//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);
}
else
{
//Debug.Log("Not scrolling");
}
cameraCheck();
//At the end of each round, any stuck players are freed to resume moving next round //At the end of each round, any stuck players are freed to resume moving next round
foreach (PlayerData player in allPlayers) foreach (PlayerData player in allPlayers)
@ -60,6 +50,27 @@ public class RacetrackGameMode : GameMode
RoundCount++; RoundCount++;
} }
void cameraCheck()
{
//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> /// <summary>
/// Checks if the Game is finished /// Checks if the Game is finished

+ 107
- 8
Assets/Scripts/Map Generation/MapManager.cs View File

@ -15,24 +15,33 @@ public class MapManager : ScriptableObject
public List<MapSection> sections; //The list of sections to choose from after starting public List<MapSection> sections; //The list of sections to choose from after starting
public int minConns = 2; //The minimum number of valid connections between two map sections for them to be allowed to link up public int minConns = 2; //The minimum number of valid connections between two map sections for them to be allowed to link up
public float xForward = 28.0f; //How far ahead of the camera's current position do we want to extend the track?
public float xBack = -4.0f; //And how far behind the camera's position does a section need to fall before being deleted?
public List<MapSection> activeSections; //The list of sections that have been placed on the map (and not removed) public List<MapSection> activeSections; //The list of sections that have been placed on the map (and not removed)
MapSection lastSection; //Which map-section was most recently added? MapSection lastSection; //Which map-section was most recently added?
float startX = -16.0f; //The x-position of the current start of the track float startX = -16.0f; //The x-position of the current start of the track
float endX = -16.0f; //The x-position of the current end of the track float endX = -16.0f; //The x-position of the current end of the track
int totalSections = 0; //How many sections have been added? Including ones that have been deleted
int initialPlayerCount;
int diffMin; //Minimum difficulty for a map section to be selected
int diffMax; //Maximum difficulty for a map section to be selected
int diffMinStart = 0; //Initial minimum difficulty for a map section to be selected
int diffMaxStart = 1; //Initial maximum difficulty for a map section to be selected
int diffMinMax = 4; //The highest diffMin can go - ensure that it doesn't go too high to have legal map sections
int widthMin; //The minimum widthIn that we want for a new map section
int widthMax; //The maximum widthIn that we want for a new map section
int minPossibleWidth = 3; //The minimum to which widthMin and widthMax can be reduced
public void init() public void init()
{ {
int players = clients.ConnectedClients.Count;
initialPlayerCount = clients.ConnectedClients.Count;
activeSections = new List<MapSection>(); activeSections = new List<MapSection>();
if (players < 5)
if (initialPlayerCount < 5)
{ {
addSection(spawn4.GetComponent<MapSection>()); addSection(spawn4.GetComponent<MapSection>());
} }
else if (players > 5)
else if (initialPlayerCount > 5)
{ {
addSection(spawn8.GetComponent<MapSection>()); addSection(spawn8.GetComponent<MapSection>());
} }
@ -48,7 +57,23 @@ public class MapManager : ScriptableObject
} }
} }
switch (players)
widthMin = activeSections[0].widthOut - 2;
widthMax = activeSections[0].widthOut + 2;
//Set the maximum possible diffMin value to 1 less than the highest difficulty on the section list
diffMinMax = 0;
foreach (MapSection section in sections)
{
if (section.difficulty > diffMinMax)
{
diffMinMax = section.difficulty;
}
}
diffMinMax--;
switch (initialPlayerCount)
{ {
case 2: case 2:
foreach (GameObject spawnBlock in lastSection.spawns2) foreach (GameObject spawnBlock in lastSection.spawns2)
@ -108,6 +133,8 @@ public class MapManager : ScriptableObject
//First, we determine which sections are valid //First, we determine which sections are valid
List<MapSection> validSections = new List<MapSection>(); List<MapSection> validSections = new List<MapSection>();
updateCriteria(); //We update the section selection criteria for the current gamestate
foreach (MapSection section in sections) foreach (MapSection section in sections)
{ {
if (checkSegments(section)) if (checkSegments(section))
@ -147,7 +174,7 @@ public class MapManager : ScriptableObject
lastSection = newSectionScript; lastSection = newSectionScript;
endX += newSectionScript.length; endX += newSectionScript.length;
totalSections++;
} }
bool checkSegments(MapSection second) bool checkSegments(MapSection second)
@ -159,6 +186,16 @@ public class MapManager : ScriptableObject
{ {
int connections = 0; int connections = 0;
if (second.difficulty < diffMin || second.difficulty > diffMax)
{
return false;
}
if (second.widthIn < widthMin || second.widthIn > widthMax)
{
return false;
}
//Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name); //Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name);
foreach (GameObject exit in first.exits) foreach (GameObject exit in first.exits)
@ -268,6 +305,68 @@ public class MapManager : ScriptableObject
checkBack(); checkBack();
} }
//Updates minimum and maximum difficulty, width, etc, based on current gamestate
public void updateCriteria()
{
//By default, we can add a section 1 tile wider or narrower on either side than the last section
widthMin = lastSection.widthOut - 2;
widthMax = lastSection.widthOut + 2;
/* Calculate min & max difficulties & width modifications
* We recalculate from scratch each time (that is,
* each time a section is added) so as to avoid having
* to track which one-off increase has been applied
* and which hasn't
*/
//Start with base values
diffMin = diffMinStart;
diffMax = diffMaxStart;
//As the number of players shrinks, we ramp up the difficulty and contract the track
if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount))
{
diffMin++;
diffMax++;
widthMin -= 2;
widthMax -= 2;
}
if (clients.ConnectedClients.Count <= (float)(0.25f * initialPlayerCount))
{
diffMin++;
diffMax += 2;
widthMin -= 2;
widthMax -= 2;
}
//Ramp up the difficulty as the game goes on
diffMin += (totalSections - 2) / 2;
diffMax += totalSections / 2;
//Once the difficulty has ramped up, we cause the track to steadily narrow
//It can no longer widen, only remain constant or shrink
if (diffMin > 2)
{
widthMax--;
}
//Apply caps
if (diffMin > diffMinMax)
{
diffMin = diffMinMax;
}
if (widthMin < minPossibleWidth)
{
widthMin = minPossibleWidth;
}
}
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {

+ 6
- 23
Assets/Scripts/Map Generation/MapSection.cs View File

@ -4,9 +4,13 @@ using UnityEngine;
public class MapSection : MonoBehaviour public class MapSection : MonoBehaviour
{ {
public int width = 0;
//public int width = 0;
public int widthIn = 0; //Width at the entrance, including external wals
public int widthOut = 0; //Width at the exit, including external walls
public int widthMax = 0; //Greatest width at any point (including external walls)
public int length = 0; public int length = 0;
int size; int size;
public int difficulty;
public string sectionName = ""; public string sectionName = "";
//Lists of spawn points //Lists of spawn points
@ -20,17 +24,6 @@ public class MapSection : MonoBehaviour
public List<GameObject> spawns7; public List<GameObject> spawns7;
public List<GameObject> spawns8; public List<GameObject> spawns8;
//Lists of each type of block, assigned in the inspector
public List<GameObject> boulders;
public List<GameObject> belts;
public List<GameObject> cannons;
public List<GameObject> pits;
public List<GameObject> spikes;
public List<GameObject> track;
public List<GameObject> walls;
public List<GameObject> water;
public List<GameObject> blocks; //Complete list of all blocks, cleared & filled on creation
public List<GameObject> entrances; //Ways into this map segment public List<GameObject> entrances; //Ways into this map segment
public List<GameObject> exits; //Ways out of this map segment public List<GameObject> exits; //Ways out of this map segment
@ -41,17 +34,7 @@ public class MapSection : MonoBehaviour
public void InitSection() public void InitSection()
{ {
size = width * length;
blocks = new List<GameObject>();
blocks.AddRange(boulders);
blocks.AddRange(belts);
blocks.AddRange(cannons);
blocks.AddRange(pits);
//blocks.AddRange(spawns);
blocks.AddRange(spikes);
blocks.AddRange(track);
blocks.AddRange(walls);
blocks.AddRange(water);
size = widthMax * length;
} }
public void InitSection(int num) public void InitSection(int num)

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