# Conflicts: # Assets/Scenes/Menus/Lobby.unity # Assets/Scripts/Managers/GameManager.csJosh_Dev_branch
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
/// <summary> | |||
/// Logic block which deals with moving a character in a direction | |||
/// </summary> | |||
[CreateAssetMenu(menuName = "Major Project/RotateHalf Block")] | |||
[System.Serializable] | |||
public class RotateHalf : LogicBlock | |||
{ | |||
#region Inspector Fields | |||
[SerializeField] | |||
[Header("Rotate Settings")] | |||
[Tooltip("Direction to rotate in")] | |||
protected Direction direction; | |||
#endregion Inspector Fields | |||
#region Class Functions | |||
/// <summary> | |||
/// Rotates the player in the direction specified by this block | |||
/// </summary> | |||
/// <param name="player">Player to rotate</param> | |||
protected override void BlockLogic(Character player, float animationTime) | |||
{ | |||
player.RotateHalf(direction, animationTime); | |||
} | |||
/// <summary> | |||
/// Returns the block that the character will endUp on after they use this logic element | |||
/// </summary> | |||
/// <param name="startBlock">block character is on</param> | |||
/// <param name="layerMask">layers to ignore</param> | |||
/// <returns>block which character will finish on after performing this function </returns> | |||
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask) | |||
{ | |||
//no movement when rotating | |||
return startBlock; | |||
} | |||
public override void CopyToken(BlockToken token) | |||
{ | |||
base.CopyToken(token); | |||
direction = ((DirectionToken)token).direction; | |||
} | |||
public override BlockToken ToToken(BlockToken token = null) | |||
{ | |||
if (token == null) | |||
token = new DirectionToken(this); | |||
DirectionToken retVal = (DirectionToken)base.ToToken(token); | |||
retVal.direction = direction; | |||
return retVal; | |||
} | |||
#endregion Class Functions | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
//public class MapManager : MonoBehaviour | |||
[CreateAssetMenu(menuName = "Major Project/Map Manager")] | |||
public class MapManager : ScriptableObject | |||
{ | |||
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 | |||
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 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) | |||
MapSection lastSection; //Which map-section was most recently added? | |||
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 | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
} | |||
public void init(int players) | |||
{ | |||
activeSections = new List<MapSection>(); | |||
if (players < 5) | |||
{ | |||
addSection(spawn4.GetComponent<MapSection>()); | |||
} | |||
else if (players > 5) | |||
{ | |||
addSection(spawn8.GetComponent<MapSection>()); | |||
} | |||
else | |||
{ | |||
if (Random.Range(0.0f, 1.0f) < 0.5f) | |||
{ | |||
addSection(spawn4.GetComponent<MapSection>()); | |||
} | |||
else | |||
{ | |||
addSection(spawn8.GetComponent<MapSection>()); | |||
} | |||
} | |||
switch (players) | |||
{ | |||
case 2: | |||
foreach (GameObject spawnBlock in lastSection.spawns2) | |||
{ | |||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||
} | |||
break; | |||
case 3: | |||
foreach (GameObject spawnBlock in lastSection.spawns3) | |||
{ | |||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||
} | |||
break; | |||
case 4: | |||
foreach (GameObject spawnBlock in lastSection.spawns4) | |||
{ | |||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||
} | |||
break; | |||
case 5: | |||
foreach (GameObject spawnBlock in lastSection.spawns5) | |||
{ | |||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||
} | |||
break; | |||
case 6: | |||
foreach (GameObject spawnBlock in lastSection.spawns6) | |||
{ | |||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||
} | |||
break; | |||
case 7: | |||
foreach (GameObject spawnBlock in lastSection.spawns7) | |||
{ | |||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||
} | |||
break; | |||
case 8: | |||
foreach (GameObject spawnBlock in lastSection.spawns8) | |||
{ | |||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||
} | |||
break; | |||
default: | |||
foreach (GameObject spawnBlock in lastSection.spawns1) | |||
{ | |||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||
} | |||
break; | |||
} | |||
checkForward(); | |||
} | |||
void chooseNextSection() | |||
{ | |||
//First, we determine which sections are valid | |||
List<MapSection> validSections = new List<MapSection>(); | |||
foreach (MapSection section in sections) | |||
{ | |||
if (checkSegments(section)) | |||
{ | |||
validSections.Add(section); //If a segment is a valid continuation of the current most-recent segment, add it to the list | |||
} | |||
} | |||
//Having generated our list, we choose a random segment from it | |||
/*foreach (MapSection section in validSections) | |||
{ | |||
Debug.Log("Valid section: " + section.name); | |||
}*/ | |||
Debug.Log("Choosing section"); | |||
MapSection nextSection = validSections[(int)Random.Range(0.0f, (float)validSections.Count)]; | |||
Debug.Log("Chosen section: " + nextSection.name); | |||
addSection(nextSection); | |||
} | |||
void addSection(MapSection section) | |||
{ | |||
//Instantiate new section at x = endX | |||
Vector3 pos = new Vector3(endX, 0.0f, 0.0f); | |||
GameObject newSection = (GameObject)Instantiate(section.gameObject, pos, Quaternion.identity); | |||
//GameObject.Instantiate(section.gameObject, pos, Quaternion.identity); | |||
MapSection newSectionScript = newSection.GetComponent<MapSection>(); | |||
newSectionScript.InitSection(activeSections.Count); | |||
newSection.name = newSectionScript.name; | |||
activeSections.Add(newSectionScript); | |||
lastSection = newSectionScript; | |||
endX += newSectionScript.length; | |||
} | |||
bool checkSegments(MapSection second) | |||
{ | |||
return checkSegments(this.lastSection, second); | |||
} | |||
bool checkSegments(MapSection first, MapSection second) | |||
{ | |||
int connections = 0; | |||
//Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name); | |||
foreach (GameObject exit in first.exits) | |||
{ | |||
foreach (GameObject entry in second.entrances) | |||
{ | |||
/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x | |||
+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/ | |||
if (checkConnection(exit, entry)) | |||
{ | |||
connections++; | |||
} | |||
} | |||
} | |||
//Debug.Log("Connections = " + connections); | |||
if (connections >= minConns) | |||
{ | |||
//Debug.Log("Valid section!"); | |||
} | |||
else | |||
{ | |||
//Debug.Log("Invalid section!"); | |||
} | |||
return (connections >= minConns); | |||
} | |||
bool checkConnection(GameObject exit, GameObject entry) | |||
{ | |||
/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x | |||
+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/ | |||
//If the squares being checked don't line up, the connection is invalid | |||
if (exit.transform.localPosition.z != entry.transform.localPosition.z) | |||
{ | |||
//Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z); | |||
return false; | |||
} | |||
//Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable); | |||
//Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid | |||
if (!(exit.GetComponent<Block>().is_Walkable) || !(entry.GetComponent<Block>().is_Walkable)) | |||
{ | |||
//Debug.Log("Invalid connection - not walkable"); | |||
return false; | |||
} | |||
//Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater); | |||
//If both components are water, moving through this connection is technically possible, but we don't count it as valid | |||
if ((exit.GetComponent<Block>().isWater) && (entry.GetComponent<Block>().isWater)) | |||
{ | |||
//Debug.Log("Invalid connection - both water"); | |||
return false; | |||
} | |||
//Debug.Log("Valid connection!"); | |||
//If we've passed all these tests, the connection is valid! | |||
return true; | |||
} | |||
//Check whether it's time to extend the track forward | |||
void checkForward() | |||
{ | |||
//We check if the end of the last section of track is in sight | |||
Vector3 trackEnd = new Vector3(endX, 0.0f); //Get the middle of the end of the last track section | |||
//If it is, then we add a new section | |||
if (checkView(trackEnd)) | |||
{ | |||
chooseNextSection(); | |||
checkForward(); | |||
} | |||
} | |||
//Check whether it's time to delete the oldest section of active track | |||
void checkBack() | |||
{ | |||
//We check if the end of the first section of track is still in sight | |||
Vector3 firstSectionEnd = new Vector3(startX + activeSections[0].length, 0.0f); //Get the middle of the end of the first track section | |||
//If it's not, then we remove it | |||
if (!(checkView(firstSectionEnd))) | |||
{ | |||
startX += activeSections[0].length; | |||
activeSections[0].destroySection(); | |||
activeSections.RemoveAt(0); | |||
} | |||
} | |||
//Check whether a point is in sight or not | |||
bool checkView(Vector3 point) | |||
{ | |||
Vector3 screenPoint = Camera.main.WorldToViewportPoint(point); //Map it into viewport space | |||
//The camera's field of view is represented by 0 > (x, y) < 1, with z being the distance from the camera | |||
return (screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1); | |||
} | |||
//Checks in both directions for sections needing to be added or removed | |||
public void checkTrack() | |||
{ | |||
checkForward(); | |||
checkBack(); | |||
} | |||
// Update is called once per frame | |||
void Update() | |||
{ | |||
//checkTrack(); | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class MapSection : MonoBehaviour | |||
{ | |||
public int width = 0; | |||
public int length = 0; | |||
int size; | |||
public string sectionName = ""; | |||
//Lists of spawn points | |||
//One for each possible number of players | |||
public List<GameObject> spawns1; | |||
public List<GameObject> spawns2; | |||
public List<GameObject> spawns3; | |||
public List<GameObject> spawns4; | |||
public List<GameObject> spawns5; | |||
public List<GameObject> spawns6; | |||
public List<GameObject> spawns7; | |||
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> exits; //Ways out of this map segment | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
} | |||
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); | |||
} | |||
public void InitSection(int num) | |||
{ | |||
name = num + " " + name; | |||
InitSection(); | |||
} | |||
public int getSize() | |||
{ | |||
return size; | |||
} | |||
public void destroySection() | |||
{ | |||
/*foreach (GameObject block in blocks) | |||
{ | |||
Object.Destroy(block); | |||
}*/ | |||
/*Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z); | |||
gameObject.transform.position = new Vector3(0.0f, 0.0f, 1000.0f);*/ | |||
Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z); | |||
//gameObject.SetActive(false); | |||
Destroy(gameObject); | |||
} | |||
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