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@ -35,7 +35,7 @@ public class RacetrackGameMode : GameMode |
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/// </summary>
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protected override void OnRoundEnd(PlayerData[] allPlayers) |
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{ |
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cameraCheck(); |
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cameraCheck(allPlayers); |
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//At the end of each round, any stuck players are freed to resume moving next round
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foreach (PlayerData player in allPlayers) |
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@ -51,10 +51,67 @@ public class RacetrackGameMode : GameMode |
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RoundCount++; |
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} |
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void cameraCheck() |
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void cameraCheck(PlayerData[] allPlayers) |
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{ |
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//Get the average x-position of all players
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float xAvg = 0.0f; |
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int livePlayerCount = 0; |
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foreach (PlayerData player in allPlayers) |
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{ |
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if (player.client.Lives > 0) |
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{ |
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xAvg += player.character.transform.position.x; |
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livePlayerCount++; |
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} |
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} |
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xAvg = xAvg / livePlayerCount; |
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//Turn that position into a vector in viewport space
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Vector3 xAvgPos = new Vector3(xAvg, 0.0f, 0.0f); |
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Vector3 xAvgVP = Camera.main.WorldToViewportPoint(xAvgPos); |
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Debug.Log("xAvgPos = " + xAvgPos + ", xAvgVP = " + xAvgVP); |
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//We move the camera forward by at least one increment
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//Keep doing it until the average x-position is roughly centred
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do |
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{ |
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Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); |
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xAvgVP = Camera.main.WorldToViewportPoint(xAvgPos); |
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Debug.Log("Camera = " + Camera.main.transform.position + ", xAvgVP = " + xAvgVP); |
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} while (xAvgVP.x > 0.5f || xAvgVP.y > 0.5f); |
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//If the foremost player is off the screen, scroll forward to catch up with them
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//Find who's furthest ahead
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PlayerData playerAhead = allPlayers[0]; |
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foreach (PlayerData player in allPlayers) |
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{ |
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if (player.client.Lives > 0 && player.character.transform.position.x > playerAhead.character.transform.position.x) |
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{ |
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playerAhead = player; |
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} |
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} |
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//Turn their position to a viewport vector
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Vector3 playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position); |
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//If that position is not in view, advance until it is
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while (playerVP.x > 1 || playerVP.y > 1) |
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{ |
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Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); |
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playerVP = Camera.main.WorldToViewportPoint(playerAhead.character.transform.position); |
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}/**/ |
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//We check for track sections we need to add/remove
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mapManager.checkTrack(); |
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//Move the camera forward at a steady rate each round
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if (scrollSpeed > 0.0f) |
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/*if (scrollSpeed > 0.0f) |
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{ |
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Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); |
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mapManager.checkTrack(); |
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@ -68,7 +125,7 @@ public class RacetrackGameMode : GameMode |
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else |
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{ |
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//Debug.Log("Not scrolling");
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} |
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}*/ |
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} |
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