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m_FillCenter: 1 @@ -1410,18 +1700,7 @@ MonoBehaviour: m_TargetGraphic: {fileID: 5195354183083441317} m_OnClick: m_PersistentCalls: - m_Calls: - - m_Target: {fileID: 0} - m_MethodName: OnClick_Toggle - m_Mode: 1 - m_Arguments: - m_ObjectArgument: {fileID: 0} - m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine - m_IntArgument: 0 - m_FloatArgument: 0 - m_StringArgument: - m_BoolArgument: 0 - m_CallState: 2 + m_Calls: [] m_TypeName: UnityEngine.UI.Button+ButtonClickedEvent, UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null --- !u!222 &5195354183083441316 @@ -1498,9 +1777,9 @@ RectTransform: m_Father: {fileID: 5195354182462625304} m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 0.5} - m_AnchorMax: {x: 1, y: 0.5} - m_AnchoredPosition: {x: 0, y: -464.00006} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 1, y: 0} + m_AnchoredPosition: {x: 0, y: 85.99994} m_SizeDelta: {x: -388.7, y: 141.70001} m_Pivot: {x: 0.5, y: 0.5} --- 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0.73333335} + m_Color: {r: 0.882353, g: 0.8862746, b: 0.882353, a: 1} m_RaycastTarget: 1 m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null - m_Sprite: {fileID: 10907, guid: 0000000000000000f000000000000000, type: 0} + m_Sprite: {fileID: 0} m_Type: 1 m_PreserveAspect: 0 m_FillCenter: 1 @@ -1704,7 +1983,6 @@ GameObject: - component: {fileID: 5195354183157824117} - component: {fileID: 5195354183157824119} - component: {fileID: 5195354183157824116} - - component: {fileID: 5195354183157824118} - component: {fileID: 5195354183157824121} m_Layer: 5 m_Name: List @@ -1770,29 +2048,6 @@ MonoBehaviour: m_FillClockwise: 1 m_FillOrigin: 0 m_UseSpriteMesh: 0 ---- !u!114 &5195354183157824118 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 5195354183157824114} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 140e56929e1450a48b2f7716511bb327, type: 3} - m_Name: - m_EditorClassIdentifier: - Priority: 0 - Prefab: {fileID: 6973439230367005604, guid: f1daf3f500b22a048bbbad4287c2fcb2, type: 3} - insertIndex: -1 - content: {fileID: 5195354181806561359} - playButton: {fileID: 0} - returnButton: {fileID: 0} - border: {fileID: 0} - maxLength: 6 - reader: - LogicChain: [] - readerQueue: [] --- !u!114 &5195354183157824121 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/Scenes/Client Scenes/ClientScene.unity b/Assets/Scenes/Client Scenes/ClientScene.unity index f1544c3..40601eb 100644 --- a/Assets/Scenes/Client Scenes/ClientScene.unity +++ b/Assets/Scenes/Client Scenes/ClientScene.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:d7258afade2696f1f0e60c62feee99dad86bdbf347b9fc27b33b5adb1fa5343a -size 38163 +oid sha256:18d4101b77a4debce58be4d79cde998867da2e07e181f9e819dae5d4830b4545 +size 14794 diff --git a/Assets/Scenes/Client Scenes/LoginScreen.unity b/Assets/Scenes/Client Scenes/LoginScreen.unity index 71765f3..6bbc340 100644 --- a/Assets/Scenes/Client Scenes/LoginScreen.unity +++ b/Assets/Scenes/Client Scenes/LoginScreen.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b7d072ed5fffb0afdf3ee9090c2b01468dba1779c7c97d3a8d961897c5b8f1f1 -size 259079 +oid sha256:d62fbbd19c357e8a8f7dc643cb14fd4912694dcb56997edb1736298346b4bf9a +size 260483 diff --git a/Assets/Scenes/Levels/RaceTrack Beta.unity b/Assets/Scenes/Levels/RaceTrack Beta.unity new file mode 100644 index 0000000..6c7ac45 --- /dev/null +++ b/Assets/Scenes/Levels/RaceTrack Beta.unity @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d5b17b077ec5bf78c41162b5e3c5024b0c8c06fc191232c67d00d4ec4a1de61f +size 30956 diff --git a/Assets/Scenes/Levels/RaceTrack Beta.unity.meta b/Assets/Scenes/Levels/RaceTrack Beta.unity.meta new file mode 100644 index 0000000..6ab7877 --- /dev/null +++ b/Assets/Scenes/Levels/RaceTrack Beta.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3e2c4bdfa02df644c8e12bdee0334145 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scenes/Menus/Lobby.unity b/Assets/Scenes/Menus/Lobby.unity index 268db64..f553725 100644 --- a/Assets/Scenes/Menus/Lobby.unity +++ b/Assets/Scenes/Menus/Lobby.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:76d144d17d2449c33d10af1441e25d63a3345727027fcbddfa5482eb14db0163 -size 46629 +oid sha256:41504b94f956056ec1a07d3a60f25c9ae6fc6bddc8d60d7d614da1b396003576 +size 46619 diff --git a/Assets/Scenes/Menus/MainMenu Server.unity b/Assets/Scenes/Menus/MainMenu Server.unity index 091b2a8..d8f30c1 100644 --- a/Assets/Scenes/Menus/MainMenu Server.unity +++ b/Assets/Scenes/Menus/MainMenu Server.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7540d8a828fa229a7cbd1b42c1cf1c2a141ff62dd20d3a789e06ffca160bce56 -size 147326 +oid sha256:19e715ef892a3ffdf3f8a66c86509b8a944cbc0c2ce8a48a5e7cc4a871240685 +size 142616 diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs index ec022d1..2f1b6f4 100644 --- a/Assets/Scripts/Character.cs +++ b/Assets/Scripts/Character.cs @@ -33,7 +33,7 @@ public class Character : MonoBehaviour public bool CloneInventoryOnStart = false; [Tooltip("How many lives to start out with")] - public int lives = 5; + public int lives = 3; [SerializeField] [Tooltip("Character to display")] @@ -253,7 +253,6 @@ public class Character : MonoBehaviour } transform.position = Target.VisualPosition; } - IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax) { float elapsedTime = 0; @@ -270,7 +269,6 @@ public class Character : MonoBehaviour } transform.position = Target.VisualPosition; } - IEnumerator MoveConveyorForwardCoroutine(Block Target, Transform Current, float time, float heightMax) { float elapsedTime = 0; @@ -331,7 +329,6 @@ public class Character : MonoBehaviour } Current.position = charEndPosition; } - IEnumerator PushLeftCoroutine(Transform Current, float time) { float elapsedTime = 0; @@ -347,7 +344,6 @@ public class Character : MonoBehaviour } Current.position = endPosition; } - IEnumerator PushRightCoroutine(Transform Current, float time) { float elapsedTime = 0; @@ -363,7 +359,6 @@ public class Character : MonoBehaviour } Current.position = endPosition; } - IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax) { float elapsedTime = 0; @@ -379,14 +374,12 @@ public class Character : MonoBehaviour } transform.position = Target.VisualPosition; } - IEnumerator rotateCoroutine(Direction direction, Transform Current, float time, float heightMax) { float elapsedTime = 0; time *= 0.8f; Vector3 endDirection = direction.ToVector(Current); Vector3 startDirection = Current.forward; - Vector3 startPosition = transform.position; while (elapsedTime < time) { characterAnimator.Play("Jump"); @@ -396,7 +389,21 @@ public class Character : MonoBehaviour } transform.forward = endDirection; } - + IEnumerator rotateHalfCoroutine(Direction direction, Transform Current, float time, float heightMax) + { + float elapsedTime = 0; + time *= 0.8f; + Vector3 endDirection = (direction.ToVector(Current) + Current.forward).normalized; + Vector3 startDirection = Current.forward; + while (elapsedTime < time) + { + characterAnimator.Play("Jump"); + transform.forward = Vector3.Slerp(startDirection, endDirection, (elapsedTime / time)); + yield return new WaitForEndOfFrame(); + elapsedTime += Time.deltaTime; + } + transform.forward = endDirection; + } /// /// Moves one block in specefied direction, Can walk off obstacles @@ -508,7 +515,6 @@ public class Character : MonoBehaviour } } - public void respawnCharacter() { /* Will introduce more complex criteria for choosing where to respawn the player in future @@ -623,6 +629,11 @@ public class Character : MonoBehaviour StartCoroutine(rotateCoroutine(direction, transform, speed, 0.15f)); //transform.forward = direction.ToVector(transform); } + public void RotateHalf(Direction direction, float speed) + { + StartCoroutine(rotateHalfCoroutine(direction, transform, speed, 0.15f)); + //transform.forward = direction.ToVector(transform); + } /// /// Jumps in specefied direction, picks between Long Jump and Jumping up diff --git a/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs index 5f71c3c..7a07b56 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs @@ -136,11 +136,6 @@ public class ColorGameMode : GameMode * It's not needed from move to move, so we clear it */ player.character.justMoved = false; - - if (BlocksOwned.ContainsKey(player.client)) - player.client.SceneScore = BlocksOwned[player.client].Count; - else - player.client.SceneScore = 0; } } @@ -179,6 +174,7 @@ public class ColorGameMode : GameMode if (character.inPit) { character.lives -= 1; + character.ClientLink.Lives = character.lives; } Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck); diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index 274a16b..21a2bf0 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -8,17 +8,28 @@ using UnityEngine.UI; [CreateAssetMenu(menuName = "Major Project/GameModes/Racetrack", order = 201)] public class RacetrackGameMode : GameMode { + public MapManager mapManager; - public int MaxRound = 5; + public int MaxRound = 999; public string nextScene = "ServerTestScene"; List ConnectedClients; public Material OverlayMaterial; - public float scrollSpeed = 0.0f; //The rate at which the level will scroll past + public float scrollSpeed = 1.0f; //The rate at which the level will scroll past public int RoundCount { get; private set; } private Dictionary> BlocksOwned; + + /// + /// Called once before any players have spawned + /// + protected override void OnPreGameStart() + { + //mapManager.init(ConnectedClients.Count); + mapManager.init(5); + } + /// /// Called once all players have finished their moves but before the Objective is checked /// @@ -28,11 +39,12 @@ public class RacetrackGameMode : GameMode if (scrollSpeed > 0.0f) { Camera.main.transform.Translate(scrollSpeed, 0, 0, Space.World); - Debug.Log("New camera position at x = " + Camera.main.transform.position.x); + mapManager.checkTrack(); + //Debug.Log("New camera position at x = " + Camera.main.transform.position.x); } else { - Debug.Log("Not scrolling"); + //Debug.Log("Not scrolling"); } //At the end of each round, any stuck players are freed to resume moving next round @@ -40,7 +52,7 @@ public class RacetrackGameMode : GameMode { player.character.stuck = false; - if (player.character.inPit) + if (player.character.inPit && player.client.Lives > 0) { player.character.respawnCharacter(); } @@ -137,10 +149,10 @@ public class RacetrackGameMode : GameMode */ player.character.justMoved = false; - if (BlocksOwned.ContainsKey(player.client)) + /* if (BlocksOwned.ContainsKey(player.client)) player.client.SceneScore = BlocksOwned[player.client].Count; else - player.client.SceneScore = 0; + player.client.SceneScore = 0;*/ } } @@ -179,6 +191,7 @@ public class RacetrackGameMode : GameMode if (character.inPit) { character.lives -= 1; + character.ClientLink.Lives = character.lives; } Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck); diff --git a/Assets/Scripts/GameMode/ColorGameMode/ScoreDisplay.cs b/Assets/Scripts/GameMode/ColorGameMode/ScoreDisplay.cs index 36b017c..e67a75b 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/ScoreDisplay.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/ScoreDisplay.cs @@ -35,12 +35,12 @@ public class ScoreDisplay : MonoBehaviour public void levelComplete() { ConnectedClients = clientDataList.ConnectedClients; - ConnectedClients.Sort((a, b) => b.SceneScore.CompareTo(a.SceneScore)); + ConnectedClients.Sort((a, b) => b.Lives.CompareTo(a.Lives)); for (int i = 0; i < ConnectedClients.Count; i++) { players[i].GetComponent().text = ConnectedClients[i].Name; - scores[i].GetComponent().text = ConnectedClients[i].SceneScore.ToString(); + scores[i].GetComponent().text = ConnectedClients[i].Lives.ToString(); } int assignedPoints = 3; for (int i = 0; i < ConnectedClients.Count; i++) diff --git a/Assets/Scripts/GameMode/GameMode.cs b/Assets/Scripts/GameMode/GameMode.cs index 899eb40..a584aed 100644 --- a/Assets/Scripts/GameMode/GameMode.cs +++ b/Assets/Scripts/GameMode/GameMode.cs @@ -122,7 +122,7 @@ public abstract class GameMode : ScriptableObject for (int i = 0; i < allPlayers.Length; i++) { - allPlayers[i].client.SceneScore = 0; + allPlayers[i].client.Lives = 3; } OnGameStart(allPlayers); GameStartEvent?.Invoke(); diff --git a/Assets/Scripts/Logic/Blocks/RotateHalf.cs b/Assets/Scripts/Logic/Blocks/RotateHalf.cs new file mode 100644 index 0000000..d5815f8 --- /dev/null +++ b/Assets/Scripts/Logic/Blocks/RotateHalf.cs @@ -0,0 +1,61 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Logic block which deals with moving a character in a direction +/// +[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 + + /// + /// Rotates the player in the direction specified by this block + /// + /// Player to rotate + protected override void BlockLogic(Character player, float animationTime) + { + player.RotateHalf(direction, animationTime); + } + + /// + /// Returns the block that the character will endUp on after they use this logic element + /// + /// block character is on + /// layers to ignore + /// block which character will finish on after performing this function + 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 +} diff --git a/Assets/Scripts/Logic/Blocks/RotateHalf.cs.meta b/Assets/Scripts/Logic/Blocks/RotateHalf.cs.meta new file mode 100644 index 0000000..0a6654d --- /dev/null +++ b/Assets/Scripts/Logic/Blocks/RotateHalf.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f6cdbe450444d7945857bf5bc1cd58d2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 7dc512a..63d5008 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -33,7 +33,6 @@ public class GameManager : MonoBehaviour #region Private Variables private Dictionary playerData; - private List activeBlocks; #endregion Private Variables #region Read Only @@ -52,9 +51,7 @@ public class GameManager : MonoBehaviour private void Start() { - //Find all active blocks - //#TODO don't use the find function - activeBlocks = FindObjectsOfType().ToList(); + //Start Game StartCoroutine(GameRoutine()); } @@ -87,6 +84,7 @@ public class GameManager : MonoBehaviour //Spawn Characters and tell let the GameMode do anything with the characters it might want SpawnCharacters(); + playerDataAsArray.ForEach(p => p.client.SendLives()); gameMode.GameStart(playerDataAsArray); //Loop until the GameMode lets us know the game is over @@ -104,6 +102,12 @@ public class GameManager : MonoBehaviour gameMode.GameEnd(playerDataAsArray); } + void removePlayer(PlayerData player) + { + player.client.ChangeScene("WaitScene"); + player.isDead = true; + } + private IEnumerator RoundRoutine() { //Tell the gamemode that we are starting a round @@ -122,12 +126,7 @@ public class GameManager : MonoBehaviour //Let Gamemode know all players have moved gameMode.AllPlayersMoved(playerDataAsArray.ToArray()); - - //Tell each environment block to take a move - activeBlocks.ForEach(p => p.OnEnvironmentTurn(playerDataAsArray)); - gameMode.EnvironmentTurn(playerDataAsArray); - - playerDataAsArray.ForEach(p => p.client.SendScore()); //Update the players score + playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score //if Game is over break out of loop if (gameMode.isGameOver(playerDataAsArray)) @@ -137,13 +136,29 @@ public class GameManager : MonoBehaviour //Let GameMode know that Round is Over gameMode.RoundEnd(playerDataAsArray.ToArray()); - //Reset some player Data + + //check is anyone has 0 lives remaining + //remove them from the array + //force them back to the waiting for players screen foreach (PlayerData player in playerDataAsArray) { - player.blockReader.Reset(); - player.client.SendInventory(); + if(player.client.Lives == 0) + { + Debug.Log("Remove: " + player.client.characterAnimal); + removePlayer(player); + } } + + //Reset some player Data + foreach (PlayerData player in playerDataAsArray) + { + if(player.client.Lives > 0) + { + player.blockReader.Reset(); + player.client.SendInventory(); + } + } } private IEnumerator WaitForPlayerInput() @@ -151,19 +166,35 @@ public class GameManager : MonoBehaviour //send round length to players //#TODO make this only happen after first input LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg(gameMode.GetRoundTime()); - playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime)); + + //playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime)); + foreach (PlayerData player in playerDataAsArray) + { + if (player.client.Lives > 0) + { + player.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime); + } + } //Send players to input Scene - ClientList.ForEach(p => p.ChangeScene("ClientScene")); + //ClientList.ForEach(p => p.ChangeScene("ClientScene")); + foreach (ClientData client in ClientList) + { + if(client.Lives > 0){client.ChangeScene("ClientScene");} + } //Let gamemode know clients are input-ing gameMode.InputStart(playerDataAsArray); //wait for all players to - yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList)); + yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList || p.Value.isDead)); //reset - playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list + //playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list + foreach (PlayerData player in playerDataAsArray) + { + if (player.client.Lives > 0){player.recievedList = false;} + } //Let gamemode know all inputs have been recieved gameMode.InputEnd(playerDataAsArray); @@ -209,9 +240,9 @@ public class GameManager : MonoBehaviour //int spawnIndex = 0; //If we have an odd number of players, then we start at spawn point 0 (in the middle) //If we have an even number, then we skip it - int spawnIndex = ((ClientList.Count() + 1) % 2); + //int spawnIndex = ((ClientList.Count() + 1) % 2); - //int spawnIndex = 0; + int spawnIndex = 0; foreach (ClientData client in ClientList) { @@ -276,6 +307,7 @@ public class PlayerData public ClientData client; public bool recievedList; + public bool isDead = false; public PlayerData(Character character, ClientData client) { diff --git a/Assets/Scripts/Map Generation.meta b/Assets/Scripts/Map Generation.meta new file mode 100644 index 0000000..5908e79 --- /dev/null +++ b/Assets/Scripts/Map Generation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a3f303c1ca409224283f218c92e5ee0a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs new file mode 100644 index 0000000..7c8c455 --- /dev/null +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -0,0 +1,279 @@ +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 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 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(); + + if (players < 5) + { + addSection(spawn4.GetComponent()); + } + else if (players > 5) + { + addSection(spawn8.GetComponent()); + } + else + { + if (Random.Range(0.0f, 1.0f) < 0.5f) + { + addSection(spawn4.GetComponent()); + } + else + { + addSection(spawn8.GetComponent()); + } + } + + switch (players) + { + case 2: + foreach (GameObject spawnBlock in lastSection.spawns2) + { + spawnBlock.GetComponent().isSpawnable = true; + } + break; + case 3: + foreach (GameObject spawnBlock in lastSection.spawns3) + { + spawnBlock.GetComponent().isSpawnable = true; + } + break; + case 4: + foreach (GameObject spawnBlock in lastSection.spawns4) + { + spawnBlock.GetComponent().isSpawnable = true; + } + break; + case 5: + foreach (GameObject spawnBlock in lastSection.spawns5) + { + spawnBlock.GetComponent().isSpawnable = true; + } + break; + case 6: + foreach (GameObject spawnBlock in lastSection.spawns6) + { + spawnBlock.GetComponent().isSpawnable = true; + } + break; + case 7: + foreach (GameObject spawnBlock in lastSection.spawns7) + { + spawnBlock.GetComponent().isSpawnable = true; + } + break; + case 8: + foreach (GameObject spawnBlock in lastSection.spawns8) + { + spawnBlock.GetComponent().isSpawnable = true; + } + break; + default: + foreach (GameObject spawnBlock in lastSection.spawns1) + { + spawnBlock.GetComponent().isSpawnable = true; + } + break; + } + + checkForward(); + } + + void chooseNextSection() + { + //First, we determine which sections are valid + List validSections = new List(); + + 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(); + + 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().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent().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().is_Walkable) || !(entry.GetComponent().is_Walkable)) + { + //Debug.Log("Invalid connection - not walkable"); + return false; + } + + //Debug.Log("Exit.isWater = " + exit.GetComponent().isWater + ", Entry.isWater = " + entry.GetComponent().isWater); + + //If both components are water, moving through this connection is technically possible, but we don't count it as valid + if ((exit.GetComponent().isWater) && (entry.GetComponent().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(); + } +} diff --git a/Assets/Scripts/Map Generation/MapManager.cs.meta b/Assets/Scripts/Map Generation/MapManager.cs.meta new file mode 100644 index 0000000..b0c2eb8 --- /dev/null +++ b/Assets/Scripts/Map Generation/MapManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 410315ba4dbcba04a90c22b64b070d6a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Map Generation/MapSection.cs b/Assets/Scripts/Map Generation/MapSection.cs new file mode 100644 index 0000000..0dd1018 --- /dev/null +++ b/Assets/Scripts/Map Generation/MapSection.cs @@ -0,0 +1,81 @@ +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 spawns1; + public List spawns2; + public List spawns3; + public List spawns4; + public List spawns5; + public List spawns6; + public List spawns7; + public List spawns8; + + //Lists of each type of block, assigned in the inspector + public List boulders; + public List belts; + public List cannons; + public List pits; + public List spikes; + public List track; + public List walls; + public List water; + public List blocks; //Complete list of all blocks, cleared & filled on creation + + public List entrances; //Ways into this map segment + public List 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(); + 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); + } +} diff --git a/Assets/Scripts/Map Generation/MapSection.cs.meta b/Assets/Scripts/Map Generation/MapSection.cs.meta new file mode 100644 index 0000000..28a192e --- /dev/null +++ b/Assets/Scripts/Map Generation/MapSection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 36b3461547afb96459a4c4b059c764a7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Networking/Client/ClientObject.cs b/Assets/Scripts/Networking/Client/ClientObject.cs index 7bd20ad..950d4ec 100644 --- a/Assets/Scripts/Networking/Client/ClientObject.cs +++ b/Assets/Scripts/Networking/Client/ClientObject.cs @@ -49,19 +49,21 @@ namespace Networking.Client [Tooltip("Current Score in Round")] public float RoundScore; + [SerializeField] + [Tooltip("Remaining Lives")] + public float RemainingLives; + [SerializeField] [Tooltip("A list of all connected clients")] public ConnectedClients ConnectedClients; #endregion Inspector Fields - #region ReadOnly Variables public NetworkClient client { get; private set; } public bool isConnected { get { return client != null && client.isConnected; } } #endregion ReadOnly Variables - public void Connect(string serverAddress,int port) { Debug.Log("Connecting to server: " + serverAddress + ", " + port); @@ -81,6 +83,7 @@ namespace Networking.Client client.RegisterHandler(MsgType.Disconnect, OnDisconnect); client.RegisterHandler(LogicProtocols.SendRoundTime, UpdateTime); client.RegisterHandler(LogicProtocols.SendScore, UpdateScore); + client.RegisterHandler(LogicProtocols.SendLives, UpdateLives); } public void Stop() @@ -97,7 +100,6 @@ namespace Networking.Client this.PlayerColor = PlayerColor; } - public void RecieveInventory(NetworkMessage msg) { Debug.Log("Recieving Inventory"); @@ -132,8 +134,7 @@ namespace Networking.Client if (!msg.TryRead(out floatMsg)) return; - RoundTime = floatMsg.Float; - + RoundTime = floatMsg.Float; } public void UpdateScore(NetworkMessage msg) @@ -144,6 +145,14 @@ namespace Networking.Client RoundScore = floatMsg.Float; } - } + public void UpdateLives(NetworkMessage msg) + { + LogicProtocols.FloatMsg floatMsg; + if (!msg.TryRead(out floatMsg)) + return; + + RemainingLives = floatMsg.Float; + } + } } diff --git a/Assets/Scripts/Networking/Core/Protocols/LogicProtocols.cs b/Assets/Scripts/Networking/Core/Protocols/LogicProtocols.cs index 20aebe3..b7227ec 100644 --- a/Assets/Scripts/Networking/Core/Protocols/LogicProtocols.cs +++ b/Assets/Scripts/Networking/Core/Protocols/LogicProtocols.cs @@ -12,7 +12,8 @@ namespace Networking public const short SendInventory = 201; public const short SendRoundTime = 202; public const short SendNotification = 203; - public const short SendScore = 204; + public const short SendScore = 205; + public const short SendLives = 204; public class LogicMsg : MessageBase @@ -100,10 +101,6 @@ namespace Networking bagItems[i].isInfinit = reader.ReadBoolean(); } } - - - - } public class FloatMsg : MessageBase diff --git a/Assets/Scripts/Networking/Server/ClientList.cs b/Assets/Scripts/Networking/Server/ClientList.cs index cc5d879..3b7a06c 100644 --- a/Assets/Scripts/Networking/Server/ClientList.cs +++ b/Assets/Scripts/Networking/Server/ClientList.cs @@ -157,7 +157,7 @@ namespace Networking.Server newClient.conn.Send(LoginProtocols.LoginSuccess, new LoginProtocols.LoginMsg(newClient.Name, newClient.Color, newClient.characterAnimal)); OnClientsChange.Invoke(ConnectedClients); newClient.SendInventory(); - newClient.SendScore(); + newClient.SendLives(); newClient.ChangeScene("WaitScene"); @@ -209,15 +209,15 @@ namespace Networking.Server /// public int Score; - /// - /// Clients character animal - needed for instantiation - /// - public string characterAnimal = "Bear"; + /// + /// Clients Current Lives + /// + public int Lives; /// - /// Clients number of collected items - for colelction level + /// Clients character animal - needed for instantiation /// - public int SceneScore = 0; + public string characterAnimal = "Bear"; /// /// Network connection ID @@ -242,9 +242,9 @@ namespace Networking.Server conn.SendByChannel(LogicProtocols.SendInventory, new LogicProtocols.InventoryMsg(Inventory), TransportConfigure.ReliableFragmented); } - public void SendScore() + public void SendLives() { - conn.Send(LogicProtocols.SendScore, new LogicProtocols.FloatMsg(SceneScore)); + conn.Send(LogicProtocols.SendLives, new LogicProtocols.FloatMsg(Lives)); } public void ChangeScene(string scene, bool Additive = false) diff --git a/Assets/Scripts/PortalSetup.cs b/Assets/Scripts/PortalSetup.cs index 6219927..7e8b78b 100644 --- a/Assets/Scripts/PortalSetup.cs +++ b/Assets/Scripts/PortalSetup.cs @@ -51,10 +51,10 @@ public class PortalSetup : MonoBehaviour void Update() { - if (!collectedFive && (ConnectedClients[0].SceneScore >= collectAmount || ConnectedClients[1].SceneScore >= collectAmount || ConnectedClients[2].SceneScore >= collectAmount || ConnectedClients[3].SceneScore >= collectAmount)){ + /*if (!collectedFive && (ConnectedClients[0].SceneScore >= collectAmount || ConnectedClients[1].SceneScore >= collectAmount || ConnectedClients[2].SceneScore >= collectAmount || ConnectedClients[3].SceneScore >= collectAmount)){ collectedFive = true; StartCoroutine (ColorChange ()); - } + }*/ } private void Awake () diff --git a/Assets/Scripts/UI/Client/LoginUIManager.cs b/Assets/Scripts/UI/Client/LoginUIManager.cs index 8f74c8c..79e76d0 100644 --- a/Assets/Scripts/UI/Client/LoginUIManager.cs +++ b/Assets/Scripts/UI/Client/LoginUIManager.cs @@ -6,6 +6,9 @@ using TMPro; public class LoginUIManager : MonoBehaviour { + public int conn; + public int maxPlayers = 2; + ConnectedClients clients; [Header("References")] [SerializeField] private ClientLoginManager clientManager; @@ -34,6 +37,9 @@ public class LoginUIManager : MonoBehaviour [SerializeField] private GameObject WaitObject; + [Header("TooManyPlayerDetails")] + [SerializeField] + private GameObject tooManyObject; private string serverAddress; private int serverPort; @@ -44,8 +50,11 @@ public class LoginUIManager : MonoBehaviour bool animalSelected = false; bool colorSelected = false; - #region Unity Functions + private void Update() + { + conn = GetComponent().count; + } private void OnEnable() { clientManager.OnConnectedToServer += OnConnect; @@ -74,10 +83,16 @@ public class LoginUIManager : MonoBehaviour #region Event Functions + IEnumerator DisplayTooManyCoroutine() + { + tooManyObject.SetActive(true); + yield return new WaitForSeconds(5.0f); + tooManyObject.SetActive(false); + } + public void OnConnect() { Title.text = DetailsTitle; - CloseAll(); DetailsObject.SetActive(true); } @@ -89,10 +104,18 @@ public class LoginUIManager : MonoBehaviour WaitObject.SetActive(true); } - public void OnLoginFail() + public void OnLoginFail2Many() { Title.text = ConnectionTitle; + CloseAll(); + StartCoroutine(DisplayTooManyCoroutine()); + ConnectionObject.SetActive(true); + } + public void OnLoginFail() + { + Title.text = ConnectionTitle; + Debug.Log("Failure"); CloseAll(); ConnectionObject.SetActive(true); } @@ -124,10 +147,18 @@ public class LoginUIManager : MonoBehaviour public void OnClick_Done() { - if(colorSelected == true && animalSelected == true && playerName != ""){ - clientManager.SendPlayerDetails(playerName, playerColor, playerAnimal); - PlayerPrefs.SetString("LastUsedName", playerName); - } + if(conn <= maxPlayers) + { + if (colorSelected == true && animalSelected == true && playerName != "") + { + clientManager.SendPlayerDetails(playerName, playerColor, playerAnimal); + PlayerPrefs.SetString("LastUsedName", playerName); + } + } + else + { + OnLoginFail2Many(); + } } public void OnClick_Animal(string playerAnimal) diff --git a/Assets/Scripts/UI/LeadPlayerUI.cs b/Assets/Scripts/UI/LeadPlayerUI.cs index 713f9f2..a3a134a 100644 --- a/Assets/Scripts/UI/LeadPlayerUI.cs +++ b/Assets/Scripts/UI/LeadPlayerUI.cs @@ -35,8 +35,8 @@ public class LeadPlayerUI : MonoBehaviour ColorImage.gameObject.SetActive(true); } - ClientData lead = Clients.maxBy(p => p.SceneScore); - ScoreText.text = lead.SceneScore.ToString(); + ClientData lead = Clients.maxBy(p => p.Lives); + ScoreText.text = lead.Lives.ToString(); ColorImage.color = lead.Color; } diff --git a/Assets/Scripts/UI/NetworkedUIManager.cs b/Assets/Scripts/UI/NetworkedUIManager.cs index 22bfc49..8ab447d 100644 --- a/Assets/Scripts/UI/NetworkedUIManager.cs +++ b/Assets/Scripts/UI/NetworkedUIManager.cs @@ -14,7 +14,7 @@ public class NetworkedUIManager : PlayerUIManager [SerializeField] private RectTransform Title; [SerializeField] - private TMPro.TextMeshProUGUI ScoreText; + private TMPro.TextMeshProUGUI LivesText; [Header("Debug")] [SerializeField] @@ -31,12 +31,10 @@ public class NetworkedUIManager : PlayerUIManager TrayUI.SetBlockReader(reader); StartTime = Time.time; ShowPosition.y -= Title.rect.height; - ScoreText.text = "Score: " + Client.RoundScore; + LivesText.text = "Lives: " + Client.RemainingLives; OnClick_Show(); } - - private void Update() { if (!isTimePaused) @@ -67,8 +65,4 @@ public class NetworkedUIManager : PlayerUIManager else TimeText.color = Color.black; } - - - - } diff --git a/Assets/Scripts/animalSelection.cs b/Assets/Scripts/animalSelection.cs index efa01b9..8fbfb72 100644 --- a/Assets/Scripts/animalSelection.cs +++ b/Assets/Scripts/animalSelection.cs @@ -8,6 +8,7 @@ public class animalSelection : MonoBehaviour { public ConnectedClients Clients; public List Animals; + public int count; //private void OnEnable() //{ @@ -22,7 +23,7 @@ public class animalSelection : MonoBehaviour public void Update() { - + count = Clients.AllClients.Count; if (Clients.AllClients.Count > 0) { for (int i = 0; i < Clients.AllClients.Count; i++) diff --git a/Assets/Scripts/blockSpawn.cs b/Assets/Scripts/blockSpawn.cs index c5a4890..6556d01 100644 --- a/Assets/Scripts/blockSpawn.cs +++ b/Assets/Scripts/blockSpawn.cs @@ -37,14 +37,14 @@ public class blockSpawn : MonoBehaviour private void getPlayerScores() { - ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore)); + ConnectedClients.Sort((b, a) => a.Lives.CompareTo(b.Lives)); int totalScores = 0; - scoreDifference = ConnectedClients[0].SceneScore + ConnectedClients[ConnectedClients.Count-1].SceneScore; + scoreDifference = ConnectedClients[0].Lives + ConnectedClients[ConnectedClients.Count-1].Lives; //Debug.Log("score difference " + scoreDifference); for(int i = 0; i < ConnectedClients.Count; i++) { - totalScores += ConnectedClients[i].SceneScore; + totalScores += ConnectedClients[i].Lives; } average = totalScores / ConnectedClients.Count; //Debug.Log("score average " + average); @@ -140,7 +140,7 @@ public class blockSpawn : MonoBehaviour float[] difAvg = new float[clients.Length]; for (int i = 0; i < clients.Length; i++) { - difAvg[i] = clients[i].SceneScore - average; + difAvg[i] = clients[i].Lives - average; } float[] ratio = new float[clients.Length]; diff --git a/Assets/Scripts/portalTesting.cs b/Assets/Scripts/portalTesting.cs index cfe6879..ec99cb6 100644 --- a/Assets/Scripts/portalTesting.cs +++ b/Assets/Scripts/portalTesting.cs @@ -18,33 +18,6 @@ public class portalTesting : MonoBehaviour // Update is called once per frame void Update() { - if(Input.GetKeyDown(KeyCode.A)){ - ConnectedClients[0].SceneScore++; - 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