From 8d81b73deec2186eae7699953f90d5bc610df4bc Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Wed, 28 Aug 2019 11:20:08 +1000 Subject: [PATCH 01/11] Fixed the diagonal left and right block so character jumps diagonally --- Assets/Data/Logic Blocks/Diagonal Left.asset | 3 + ...ft.asset.meta => Diagonal Left.asset.meta} | 2 +- Assets/Data/Logic Blocks/Diagonal Right.asset | 3 + ...t.asset.meta => Diagonal Right.asset.meta} | 2 +- Assets/Data/Logic Blocks/Diagonal_Left.asset | 3 - Assets/Data/Logic Blocks/Diagonal_Right.asset | 3 - Assets/Data/Logic Blocks/Horse_Left.asset | 3 - Assets/Data/Logic Blocks/Horse_Right.asset | 3 - .../Data/Logic Blocks/Rotate Half Left.asset | 3 + ...asset.meta => Rotate Half Left.asset.meta} | 2 +- .../Data/Logic Blocks/Rotate Half Right.asset | 3 + ...sset.meta => Rotate Half Right.asset.meta} | 2 +- Assets/Scripts/Character.cs | 31 +++++++--- Assets/Scripts/Logic/Blocks/RotateHalf.cs | 61 +++++++++++++++++++ .../Scripts/Logic/Blocks/RotateHalf.cs.meta | 11 ++++ 15 files changed, 109 insertions(+), 26 deletions(-) create mode 100644 Assets/Data/Logic Blocks/Diagonal Left.asset rename Assets/Data/Logic Blocks/{Horse_Left.asset.meta => Diagonal Left.asset.meta} (79%) create mode 100644 Assets/Data/Logic Blocks/Diagonal Right.asset rename Assets/Data/Logic Blocks/{Diagonal_Left.asset.meta => Diagonal Right.asset.meta} (79%) delete mode 100644 Assets/Data/Logic Blocks/Diagonal_Left.asset delete mode 100644 Assets/Data/Logic Blocks/Diagonal_Right.asset delete mode 100644 Assets/Data/Logic Blocks/Horse_Left.asset delete mode 100644 Assets/Data/Logic Blocks/Horse_Right.asset create mode 100644 Assets/Data/Logic Blocks/Rotate Half Left.asset rename Assets/Data/Logic Blocks/{Horse_Right.asset.meta => Rotate Half Left.asset.meta} (79%) create mode 100644 Assets/Data/Logic Blocks/Rotate Half Right.asset rename Assets/Data/Logic Blocks/{Diagonal_Right.asset.meta => Rotate Half Right.asset.meta} (79%) create mode 100644 Assets/Scripts/Logic/Blocks/RotateHalf.cs create mode 100644 Assets/Scripts/Logic/Blocks/RotateHalf.cs.meta diff --git a/Assets/Data/Logic Blocks/Diagonal Left.asset b/Assets/Data/Logic Blocks/Diagonal Left.asset new file mode 100644 index 0000000..948bd41 --- /dev/null +++ b/Assets/Data/Logic Blocks/Diagonal Left.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9ec63e7f90a7facdb5a834a6de80a1d3a24eefad4e66edf48da4beeea8997828 +size 797 diff --git a/Assets/Data/Logic Blocks/Horse_Left.asset.meta b/Assets/Data/Logic Blocks/Diagonal Left.asset.meta similarity index 79% rename from Assets/Data/Logic Blocks/Horse_Left.asset.meta rename to Assets/Data/Logic Blocks/Diagonal Left.asset.meta index 2443346..2c84677 100644 --- a/Assets/Data/Logic Blocks/Horse_Left.asset.meta +++ b/Assets/Data/Logic Blocks/Diagonal Left.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 478ec601e0a1c854984276a192a52666 +guid: 752565cc5a95020498b9ed396343f3c0 NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 diff --git a/Assets/Data/Logic Blocks/Diagonal Right.asset b/Assets/Data/Logic Blocks/Diagonal Right.asset new file mode 100644 index 0000000..9367242 --- /dev/null +++ b/Assets/Data/Logic Blocks/Diagonal Right.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6148522c50f0cd5dc7d6ca8ea8a6b0fd461d82fa7ca2b018633eebd8e5fd6577 +size 798 diff --git a/Assets/Data/Logic Blocks/Diagonal_Left.asset.meta b/Assets/Data/Logic Blocks/Diagonal Right.asset.meta similarity index 79% rename from Assets/Data/Logic Blocks/Diagonal_Left.asset.meta rename to Assets/Data/Logic Blocks/Diagonal Right.asset.meta index 87aa9b3..e4cd8f5 100644 --- a/Assets/Data/Logic Blocks/Diagonal_Left.asset.meta +++ b/Assets/Data/Logic Blocks/Diagonal Right.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ba4f7785390953441913d0e6f419d9b7 +guid: efab8a199b362cb42b3e0bce70dd05f4 NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 diff --git a/Assets/Data/Logic Blocks/Diagonal_Left.asset b/Assets/Data/Logic Blocks/Diagonal_Left.asset deleted file mode 100644 index ab3253d..0000000 --- a/Assets/Data/Logic Blocks/Diagonal_Left.asset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:5671a1a7b9e5f4f0a3fee67ebf92615af4279d9edfce79d28823f279d009e22a -size 872 diff --git a/Assets/Data/Logic Blocks/Diagonal_Right.asset b/Assets/Data/Logic Blocks/Diagonal_Right.asset deleted file mode 100644 index 6e1710c..0000000 --- a/Assets/Data/Logic Blocks/Diagonal_Right.asset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:33d9e2ccd3a3a69112bfc9e679471d717af1102f0cb6223791a9a2624557d982 -size 873 diff --git a/Assets/Data/Logic Blocks/Horse_Left.asset b/Assets/Data/Logic Blocks/Horse_Left.asset deleted file mode 100644 index 24bcec6..0000000 --- a/Assets/Data/Logic Blocks/Horse_Left.asset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:c689e7823398372bb409980d735f9ce532db12ffa527ff0b996e907cc0390745 -size 868 diff --git a/Assets/Data/Logic Blocks/Horse_Right.asset b/Assets/Data/Logic Blocks/Horse_Right.asset deleted file mode 100644 index 996704a..0000000 --- a/Assets/Data/Logic Blocks/Horse_Right.asset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:fd3e7a21a3b9ea59742941d1f65dec34c56480c36ac7742d03ce15768b696311 -size 869 diff --git a/Assets/Data/Logic Blocks/Rotate Half Left.asset b/Assets/Data/Logic Blocks/Rotate Half Left.asset new file mode 100644 index 0000000..2ec5ee4 --- /dev/null +++ b/Assets/Data/Logic Blocks/Rotate Half Left.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:717bae5b5493eeae1844f77f15938d1f0f2d88f54d609e5fb196e638ba0f14a1 +size 554 diff --git a/Assets/Data/Logic Blocks/Horse_Right.asset.meta b/Assets/Data/Logic Blocks/Rotate Half Left.asset.meta similarity index 79% rename from Assets/Data/Logic Blocks/Horse_Right.asset.meta rename to Assets/Data/Logic Blocks/Rotate Half Left.asset.meta index 6dd5359..1fe5727 100644 --- a/Assets/Data/Logic Blocks/Horse_Right.asset.meta +++ b/Assets/Data/Logic Blocks/Rotate Half Left.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 86adbb7231bac86469daf8668e55025f +guid: 6658a5299cc9a044a913d219abbe4a99 NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 diff --git a/Assets/Data/Logic Blocks/Rotate Half Right.asset b/Assets/Data/Logic Blocks/Rotate Half Right.asset new file mode 100644 index 0000000..3984049 --- /dev/null +++ b/Assets/Data/Logic Blocks/Rotate Half Right.asset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:990248dac7144fbca0b3bb00119abd7a9c46e9f59e5fbdfb6d72317fc611e668 +size 555 diff --git a/Assets/Data/Logic Blocks/Diagonal_Right.asset.meta b/Assets/Data/Logic Blocks/Rotate Half Right.asset.meta similarity index 79% rename from Assets/Data/Logic Blocks/Diagonal_Right.asset.meta rename to Assets/Data/Logic Blocks/Rotate Half Right.asset.meta index 727e0dc..b733043 100644 --- a/Assets/Data/Logic Blocks/Diagonal_Right.asset.meta +++ b/Assets/Data/Logic Blocks/Rotate Half Right.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 0086f005a63e8404aaee25e4ae4734d7 +guid: f6be455a4dfaafd4fb4a0e74a9d19b0b NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs index 9beb1d1..7d99184 100644 --- a/Assets/Scripts/Character.cs +++ b/Assets/Scripts/Character.cs @@ -31,7 +31,7 @@ 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")] @@ -120,7 +120,6 @@ public class Character : MonoBehaviour } transform.position = Target.VisualPosition; } - IEnumerator MoveCoroutine(Block Target, Transform Current, float time, float heightMax) { float elapsedTime = 0; @@ -137,7 +136,6 @@ public class Character : MonoBehaviour } transform.position = Target.VisualPosition; } - IEnumerator MoveConveyorForwardCoroutine(Block Target, Transform Current, float time, float heightMax) { float elapsedTime = 0; @@ -198,7 +196,6 @@ public class Character : MonoBehaviour } Current.position = charEndPosition; } - IEnumerator PushLeftCoroutine(Transform Current, float time) { float elapsedTime = 0; @@ -214,7 +211,6 @@ public class Character : MonoBehaviour } Current.position = endPosition; } - IEnumerator PushRightCoroutine(Transform Current, float time) { float elapsedTime = 0; @@ -230,7 +226,6 @@ public class Character : MonoBehaviour } Current.position = endPosition; } - IEnumerator MoveDownCoroutine(Block Target, Transform Current, float time, float heightMax) { float elapsedTime = 0; @@ -246,14 +241,12 @@ 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"); @@ -263,7 +256,21 @@ 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 @@ -375,7 +382,6 @@ public class Character : MonoBehaviour } } - public void respawnCharacter() { /* Will introduce more complex criteria for choosing where to respawn the player in future @@ -490,6 +496,11 @@ 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/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: From 8bd42e3aa725eb351279e7c870f01ae4668aff41 Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Wed, 28 Aug 2019 13:19:15 +1000 Subject: [PATCH 02/11] Character lives displayed inplace of score, removed scenescore as not being used added line so character and client lives update tested with one client --- Assets/Scenes/Client Scenes/ClientScene.unity | 4 +-- .../GameMode/ColorGameMode/ColorGameMode.cs | 6 +---- .../ColorGameMode/RacetrackGameMode.cs | 5 ++-- .../GameMode/ColorGameMode/ScoreDisplay.cs | 4 +-- Assets/Scripts/GameMode/GameMode.cs | 2 +- Assets/Scripts/Managers/GameManager.cs | 3 ++- .../Scripts/Networking/Client/ClientObject.cs | 21 ++++++++++----- .../Core/Protocols/LogicProtocols.cs | 7 ++--- .../Scripts/Networking/Server/ClientList.cs | 18 ++++++------- Assets/Scripts/PortalSetup.cs | 4 +-- Assets/Scripts/UI/LeadPlayerUI.cs | 4 +-- Assets/Scripts/UI/NetworkedUIManager.cs | 10 ++----- Assets/Scripts/blockSpawn.cs | 8 +++--- Assets/Scripts/portalTesting.cs | 27 ------------------- 14 files changed, 47 insertions(+), 76 deletions(-) diff --git a/Assets/Scenes/Client Scenes/ClientScene.unity b/Assets/Scenes/Client Scenes/ClientScene.unity index f1544c3..859ecb9 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 sha256:84240e58ab2849433e76c59c022a3e864b4001184f0a8159450e06dfeb4bae36 +size 38360 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..76a5a13 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -137,10 +137,10 @@ 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 +179,7 @@ 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 519a0e4..a8e3902 100644 --- a/Assets/Scripts/GameMode/GameMode.cs +++ b/Assets/Scripts/GameMode/GameMode.cs @@ -117,7 +117,7 @@ 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/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 0fd86d9..bfdd420 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -84,6 +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 @@ -119,7 +120,7 @@ public class GameManager : MonoBehaviour //Let Gamemode know all players have moved gameMode.AllPlayersMoved(playerDataAsArray.ToArray()); - 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)) 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/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/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++; - if(ConnectedClients[0].SceneScore >= 5){ - ps.validIndex.Add(0); - } - } - if(Input.GetKeyDown(KeyCode.B)){ - ConnectedClients[1].SceneScore++; - if(ConnectedClients[1].SceneScore >= 5){ - ps.validIndex.Add(1); - } - } - if(Input.GetKeyDown(KeyCode.C)){ - ConnectedClients[2].SceneScore++; - if(ConnectedClients[2].SceneScore >= 5){ - ps.validIndex.Add(2); - } - } - if(Input.GetKeyDown(KeyCode.D)){ - 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{fileID: 10911, guid: 0000000000000000f000000000000000, type: 0} m_Type: 1 m_PreserveAspect: 0 m_FillCenter: 1 @@ -1573,7 +1852,7 @@ MonoBehaviour: playButton: {fileID: 5195354181250555041} returnButton: {fileID: 4080157917815310858} border: {fileID: 5195354183101525349} - maxLength: 6 + maxLength: 4 reader: LogicChain: [] readerQueue: [] @@ -1637,14 +1916,14 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: m_Material: {fileID: 0} - m_Color: {r: 1, g: 1, b: 1, a: 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 859ecb9..c968957 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 sha256:84240e58ab2849433e76c59c022a3e864b4001184f0a8159450e06dfeb4bae36 -size 38360 +oid sha256:824989afec58d87eca7cbb86d0bde0964ff74810bdcb82ef1b018fb45def1c32 +size 14609 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 From 97e9b8b712599740098fa69a4948b5a76fcf1c13 Mon Sep 17 00:00:00 2001 From: Claire Peta Date: Tue, 3 Sep 2019 13:58:54 +1000 Subject: [PATCH 04/11] Limit Connected Clients (Tested with 2 phones and laptop, laptop was kicked back to main connection screen) Limit number can be set in the LoginUIManager.cs script --- Assets/Scenes/Client Scenes/ClientScene.unity | 4 +- Assets/Scenes/Client Scenes/LoginScreen.unity | 4 +- Assets/Scripts/UI/Client/LoginUIManager.cs | 45 ++++++++++++++++--- Assets/Scripts/animalSelection.cs | 3 +- 4 files changed, 44 insertions(+), 12 deletions(-) diff --git a/Assets/Scenes/Client Scenes/ClientScene.unity b/Assets/Scenes/Client Scenes/ClientScene.unity index c968957..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 sha256:824989afec58d87eca7cbb86d0bde0964ff74810bdcb82ef1b018fb45def1c32 -size 14609 +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/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/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++) From 424ebb52961be3f09f136f4148b50881664b43d4 Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Tue, 3 Sep 2019 14:02:43 +1000 Subject: [PATCH 05/11] PNG icons for logic blocks --- Assets/Textures/LogicBlock Icon.meta | 8 ++ .../LogicBlock Icon/Diagonal Left.png | 3 + .../LogicBlock Icon/Diagonal Left.png.meta | 88 +++++++++++++++++++ .../LogicBlock Icon/Diagonal Right.png | 3 + .../LogicBlock Icon/Diagonal Right.png.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/Jump.png | 3 + Assets/Textures/LogicBlock Icon/Jump.png.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/Move x2.png | 3 + .../Textures/LogicBlock Icon/Move x2.png.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/Move.png | 3 + Assets/Textures/LogicBlock Icon/Move.png.meta | 88 +++++++++++++++++++ .../Textures/LogicBlock Icon/Rotate Left.png | 3 + .../LogicBlock Icon/Rotate Left.png.meta | 88 +++++++++++++++++++ .../Textures/LogicBlock Icon/Rotate Right.png | 3 + .../LogicBlock Icon/Rotate Right.png.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/U-Turn.png | 3 + .../Textures/LogicBlock Icon/U-Turn.png.meta | 88 +++++++++++++++++++ .../LogicBlock Icon/_DiagonalLeft.png | 3 + .../LogicBlock Icon/_DiagonalLeft.png.meta | 88 +++++++++++++++++++ .../LogicBlock Icon/_DiagonalRight.png | 3 + .../LogicBlock Icon/_DiagonalRight.png.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/_Jump.png | 3 + .../Textures/LogicBlock Icon/_Jump.png.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/_Move.png | 3 + .../Textures/LogicBlock Icon/_Move.png.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/_Movex2.png | 3 + .../Textures/LogicBlock Icon/_Movex2.png.meta | 88 +++++++++++++++++++ .../Textures/LogicBlock Icon/_RotateLeft.png | 3 + .../LogicBlock Icon/_RotateLeft.png.meta | 88 +++++++++++++++++++ .../Textures/LogicBlock Icon/_RotateRight.png | 3 + .../LogicBlock Icon/_RotateRight.png.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/_U-Turn.png | 3 + .../Textures/LogicBlock Icon/_U-Turn.png.meta | 88 +++++++++++++++++++ 33 files changed, 1464 insertions(+) create mode 100644 Assets/Textures/LogicBlock Icon.meta create mode 100644 Assets/Textures/LogicBlock Icon/Diagonal Left.png create mode 100644 Assets/Textures/LogicBlock Icon/Diagonal Left.png.meta create mode 100644 Assets/Textures/LogicBlock Icon/Diagonal Right.png create mode 100644 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assetBundleVariant: From 85e91de91f734ab3e14ca8ad34d79cdf4e847476 Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Tue, 3 Sep 2019 15:20:06 +1000 Subject: [PATCH 06/11] jpg icons --- .../LogicBlock Icon/_DiagonalLeft.jpg | 3 + .../LogicBlock Icon/_DiagonalLeft.jpg.meta | 88 +++++++++++++++++++ .../LogicBlock Icon/_DiagonalRight.jpg | 3 + .../LogicBlock Icon/_DiagonalRight.jpg.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/_Jump.jpg | 3 + .../Textures/LogicBlock Icon/_Jump.jpg.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/_Move.jpg | 3 + .../Textures/LogicBlock Icon/_Move.jpg.meta | 88 +++++++++++++++++++ Assets/Textures/LogicBlock Icon/_Movex2.jpg | 3 + .../Textures/LogicBlock Icon/_Movex2.jpg.meta | 88 +++++++++++++++++++ .../Textures/LogicBlock Icon/_RotateLeft.jpg | 3 + .../LogicBlock Icon/_RotateLeft.jpg.meta | 88 +++++++++++++++++++ .../Textures/LogicBlock Icon/_RotateRight.jpg | 3 + .../LogicBlock Icon/_RotateRight.jpg.meta | 88 +++++++++++++++++++ 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Subject: [PATCH 08/11] Fixed some positioning issues. --- .../Map Sections/Map Section Template.prefab | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/Assets/Prefabs/Map Sections/Map Section Template.prefab b/Assets/Prefabs/Map Sections/Map Section Template.prefab index 4951176..798fb23 100644 --- a/Assets/Prefabs/Map Sections/Map Section Template.prefab +++ b/Assets/Prefabs/Map Sections/Map Section Template.prefab @@ -24,7 +24,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 130774753500836068} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 0, y: -1, z: 1} + m_LocalPosition: {x: 0, y: 0, z: 1} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - {fileID: 3619681099079753660} @@ -55,7 +55,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 595142772136448429} m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} - m_LocalPosition: {x: 0, y: -1, z: 0} + m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, 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26e034cbe9690f14a87e8365ee7734f1, type: 3} From e03b0951cdf484b0b0fe0f1d2c874db702f58395 Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Fri, 6 Sep 2019 16:54:22 +1000 Subject: [PATCH 09/11] Player is 'dead' when lives reach zero, client scene stays in 'waiting for players' server doesnt wait for 'dead' players move list character for now dissappears --- Assets/Scenes/Client Scenes/LoginScreen.unity | 4 +- Assets/Scripts/Character.cs | 65 +++++-------------- .../GameMode/ColorGameMode/ColorGameMode.cs | 8 +-- .../ColorGameMode/RacetrackGameMode.cs | 6 +- Assets/Scripts/Logic/BlockReader.cs | 2 +- Assets/Scripts/Managers/GameManager.cs | 53 +++++++++++++-- .../Scripts/Networking/Server/ClientList.cs | 4 -- Assets/Scripts/Traps/ConveyorBelt.cs | 8 +-- 8 files changed, 76 insertions(+), 74 deletions(-) diff --git a/Assets/Scenes/Client Scenes/LoginScreen.unity b/Assets/Scenes/Client Scenes/LoginScreen.unity index 6bbc340..7e86f26 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:d62fbbd19c357e8a8f7dc643cb14fd4912694dcb56997edb1736298346b4bf9a -size 260483 +oid sha256:6666536f6305b3cb778fc9bcd3272f2e863a182d5a5d756a50e8a72ffbfef2ac +size 260470 diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs index 7d99184..e40d642 100644 --- a/Assets/Scripts/Character.cs +++ b/Assets/Scripts/Character.cs @@ -69,9 +69,13 @@ public class Character : MonoBehaviour characterAnimator = GetComponentInChildren(); } - - - + private void Update() + { + if (lives < 1) + { + this.enabled = false; + } + } #endregion Unity Functions #region Class Implementation @@ -305,7 +309,7 @@ public class Character : MonoBehaviour } } - public void conveyorMoveForward(Direction direction, float speed) + public void conveyorMove(Direction direction, float speed) { Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted Block hit; //output of block detection @@ -318,43 +322,6 @@ public class Character : MonoBehaviour } } - public void conveyorMoveBackward(Direction direction, float speed) - { - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveConveyorBackwardCoroutine(_currentBlock, transform, speed, 0.3f)); - } - } - public void conveyorMoveLeft(Direction direction, float speed) - { - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveConveyorLeftCoroutine(_currentBlock, transform, speed, 0.3f)); - } - } - public void conveyorMoveRight(Direction direction, float speed) - { - Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted - Block hit; //output of block detection - Block moveTo = _currentBlock; //block we'll actually move to - if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) - { - moveTo = hit; - _currentBlock = moveTo; - StartCoroutine(MoveConveyorRightCoroutine(_currentBlock, transform, speed, 0.3f)); - } - } - public void CannonRMove(float speed) { Direction direction = Direction.Right; @@ -403,10 +370,10 @@ public class Character : MonoBehaviour Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z); if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here? { - Debug.Log("Block exists"); + //Debug.Log("Block exists"); if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it? { - Debug.Log("Block is walkable"); + //Debug.Log("Block is walkable"); //Don't yet have a check for whether it's occupied break; //If it is, we stop here } @@ -417,10 +384,10 @@ public class Character : MonoBehaviour Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z); if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here? { - Debug.Log("Block exists"); + //Debug.Log("Block exists"); if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it? { - Debug.Log("Block is walkable"); + //Debug.Log("Block is walkable"); //Don't yet have a check for whether it's occupied break; //If it is, we stop here } @@ -429,10 +396,10 @@ public class Character : MonoBehaviour Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z); if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here? { - Debug.Log("Block exists"); + //Debug.Log("Block exists"); if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it? { - Debug.Log("Block is walkable"); + //Debug.Log("Block is walkable"); //Don't yet have a check for whether it's occupied break; //If it is, we stop here } @@ -448,11 +415,11 @@ public class Character : MonoBehaviour this.transform.position = currentBlock.VisualPosition; this.inPit = false; this._currentBlock = currentBlock; - Debug.Log("Moved " + this.name + " to " + /*Debug.Log("Moved " + this.name + " to " + this.transform.position.x + ", " + this.transform.position.y + ", " + this.transform.position.z + ", " - + " inPit = " + inPit); + + " inPit = " + inPit);*/ } else { diff --git a/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs index 7a07b56..1e8be44 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs @@ -28,11 +28,11 @@ public class ColorGameMode : 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); + //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 +40,7 @@ public class ColorGameMode : GameMode { player.character.stuck = false; - if (player.character.inPit) + if (player.character.inPit && player.client.Lives >0) { player.character.respawnCharacter(); } @@ -177,7 +177,7 @@ public class ColorGameMode : GameMode character.ClientLink.Lives = character.lives; } - Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck); + //Debug.Log(character.name + " 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 76a5a13..7b6b7d3 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -28,11 +28,11 @@ 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); + //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 +40,7 @@ public class RacetrackGameMode : GameMode { player.character.stuck = false; - if (player.character.inPit) + if (player.character.inPit && player.client.Lives > 0) { player.character.respawnCharacter(); } diff --git a/Assets/Scripts/Logic/BlockReader.cs b/Assets/Scripts/Logic/BlockReader.cs index f04e89f..6ce0257 100644 --- a/Assets/Scripts/Logic/BlockReader.cs +++ b/Assets/Scripts/Logic/BlockReader.cs @@ -69,7 +69,7 @@ public class BlockReader } else { - Debug.Log("Character is not stuck"); + //Debug.Log("Character is not stuck"); } //return that this is done if no more blocks left in chain diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index bfdd420..0e2cfba 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -102,6 +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 @@ -130,13 +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() @@ -144,19 +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); @@ -269,6 +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/Networking/Server/ClientList.cs b/Assets/Scripts/Networking/Server/ClientList.cs index 3b7a06c..1965eab 100644 --- a/Assets/Scripts/Networking/Server/ClientList.cs +++ b/Assets/Scripts/Networking/Server/ClientList.cs @@ -159,10 +159,6 @@ namespace Networking.Server newClient.SendInventory(); newClient.SendLives(); newClient.ChangeScene("WaitScene"); - - - - } diff --git a/Assets/Scripts/Traps/ConveyorBelt.cs b/Assets/Scripts/Traps/ConveyorBelt.cs index 3a8fe3a..a7cb109 100644 --- a/Assets/Scripts/Traps/ConveyorBelt.cs +++ b/Assets/Scripts/Traps/ConveyorBelt.cs @@ -48,19 +48,19 @@ public class ConveyorBelt : MonoBehaviour if(forward == true) { - player.GetComponent().conveyorMoveForward(Direction.Forward, 1.0f); + player.GetComponent().conveyorMove(Direction.Forward, 1.0f); } else if (forward == false) { - player.GetComponent().conveyorMoveBackward(Direction.Back, 1.0f); + player.GetComponent().conveyorMove(Direction.Back, 1.0f); } if (left == true) { - player.GetComponent().conveyorMoveLeft(Direction.Left, 1.0f); + player.GetComponent().conveyorMove(Direction.Left, 1.0f); } else if (left == false) { - player.GetComponent().conveyorMoveRight(Direction.Right, 1.0f); + player.GetComponent().conveyorMove(Direction.Right, 1.0f); } } } From 465a8eb6b7b0bddfdc0eac91935271fd1abb8dc8 Mon Sep 17 00:00:00 2001 From: "s3607057 (Angus Niven)" Date: Sun, 8 Sep 2019 01:21:18 +1000 Subject: [PATCH 10/11] Implemented a procedural track creation framework. Track sections will now be added from a list prefabs, after checking that they can connect to the previous section. Sections that have passed out of camera view will disappear. Created a new scene using the procedural generator. The Lobby will now load it on starting a game. To do: - Add a starting pen for an 8-player game. - Add more track sections. - Add weighting & more criteria for selection of track sections (to produce that escalating difficulty we want). - Potentially add the possibility for narrower track sections to spawn side by side. --- .../GameModes/New Racetrack Game Mode.asset | 4 +- Assets/Data/Map Generation.meta | 8 + Assets/Data/Map Generation/Map Manager.asset | 3 + .../Map Generation/Map Manager.asset.meta | 8 + .../Server/Realtime/Racetrack GameMode.asset | 2 +- .../Prefabs/Blocks/Cube_GroundWGrass.prefab | 248 + .../Blocks/Cube_GroundWGrass.prefab.meta | 7 + Assets/Prefabs/Blocks/Cube_GroundWall.prefab | 332 + .../Blocks/Cube_GroundWall.prefab.meta | 7 + Assets/Prefabs/Blocks/Cube_Water.prefab | 426 + Assets/Prefabs/Blocks/Cube_Water.prefab.meta | 7 + Assets/Prefabs/Map Sections.meta | 8 + .../Map Sections/Map Section Template.prefab | 508 +- .../Map Sections/Start 4-player.prefab | 8637 ++++++++++++++++ .../Map Sections/Start 4-player.prefab.meta | 7 + Assets/Prefabs/Map Sections/Test 1.prefab | 8433 ++++++++++++++++ .../Prefabs/Map Sections/Test 1.prefab.meta | 7 + Assets/Prefabs/Map Sections/Test 2.prefab | 8700 +++++++++++++++++ .../Prefabs/Map Sections/Test 2.prefab.meta | 7 + Assets/Prefabs/Map Sections/Test 3.prefab | 4301 ++++++++ .../Prefabs/Map Sections/Test 3.prefab.meta | 7 + .../Traps/Conveyor Belt with Cube.prefab | 345 + .../Traps/Conveyor Belt with Cube.prefab.meta | 7 + Assets/Prefabs/Traps/Conveyor Belt.prefab | 1 + .../Traps/ShootingCannon + Block.prefab | 495 + .../Traps/ShootingCannon + Block.prefab.meta | 7 + Assets/Scenes/Levels/RaceTrack Beta.unity | 3 + .../Scenes/Levels/RaceTrack Beta.unity.meta | 7 + Assets/Scenes/Menus/Lobby.unity | 4 +- .../ColorGameMode/RacetrackGameMode.cs | 16 +- Assets/Scripts/Map Generation.meta | 8 + Assets/Scripts/Map Generation/MapManager.cs | 227 + .../Scripts/Map Generation/MapManager.cs.meta | 11 + Assets/Scripts/Map Generation/MapSection.cs | 81 + .../Scripts/Map Generation/MapSection.cs.meta | 11 + ProjectSettings/EditorBuildSettings.asset | 4 +- 36 files changed, 32475 insertions(+), 419 deletions(-) create mode 100644 Assets/Data/Map Generation.meta create mode 100644 Assets/Data/Map Generation/Map Manager.asset create mode 100644 Assets/Data/Map Generation/Map Manager.asset.meta create mode 100644 Assets/Prefabs/Blocks/Cube_GroundWGrass.prefab create mode 100644 Assets/Prefabs/Blocks/Cube_GroundWGrass.prefab.meta create mode 100644 Assets/Prefabs/Blocks/Cube_GroundWall.prefab create mode 100644 Assets/Prefabs/Blocks/Cube_GroundWall.prefab.meta create mode 100644 Assets/Prefabs/Blocks/Cube_Water.prefab create mode 100644 Assets/Prefabs/Blocks/Cube_Water.prefab.meta create mode 100644 Assets/Prefabs/Map Sections.meta create mode 100644 Assets/Prefabs/Map Sections/Start 4-player.prefab create mode 100644 Assets/Prefabs/Map Sections/Start 4-player.prefab.meta create mode 100644 Assets/Prefabs/Map Sections/Test 1.prefab create mode 100644 Assets/Prefabs/Map Sections/Test 1.prefab.meta create mode 100644 Assets/Prefabs/Map Sections/Test 2.prefab create mode 100644 Assets/Prefabs/Map Sections/Test 2.prefab.meta create mode 100644 Assets/Prefabs/Map Sections/Test 3.prefab create mode 100644 Assets/Prefabs/Map Sections/Test 3.prefab.meta create mode 100644 Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab create mode 100644 Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab.meta create mode 100644 Assets/Prefabs/Traps/ShootingCannon + Block.prefab create mode 100644 Assets/Prefabs/Traps/ShootingCannon + Block.prefab.meta create mode 100644 Assets/Scenes/Levels/RaceTrack Beta.unity create mode 100644 Assets/Scenes/Levels/RaceTrack Beta.unity.meta create mode 100644 Assets/Scripts/Map Generation.meta create mode 100644 Assets/Scripts/Map Generation/MapManager.cs create mode 100644 Assets/Scripts/Map Generation/MapManager.cs.meta create mode 100644 Assets/Scripts/Map Generation/MapSection.cs create mode 100644 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+ userData: + assetBundleName: + assetBundleVariant: 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 2f9edb5..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:ca249b9342dd6d663f6c8d0895426161e19f3cd8caaef902aa231cf4fa32aa33 -size 46629 +oid sha256:41504b94f956056ec1a07d3a60f25c9ae6fc6bddc8d60d7d614da1b396003576 +size 46619 diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index 76a5a13..56dcf44 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(allPlayers.Length); + mapManager.init(4); + } + /// /// Called once all players have finished their moves but before the Objective is checked /// @@ -28,6 +39,7 @@ public class RacetrackGameMode : GameMode 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 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..b01d560 --- /dev/null +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -0,0 +1,227 @@ +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()); + } + } + + 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..36e15a9 --- /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 each type of block, assigned in the inspector + public List boulders; + public List belts; + public List cannons; + public List pits; + public List spawns; + 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; + 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 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/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index ccd998d..aeffc55 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ca5f18261fab72b72752ecf93ad8fd347fea19843b3184e007e8cba55e6dff7b -size 2010 +oid sha256:9684c54f3409168ac466768434a8b3cda25add5043399384e073903491a1a49a +size 2120 From 3a6ae2f4c9e20bf890f2200344ac367f9e868236 Mon Sep 17 00:00:00 2001 From: "s3607057 (Angus Niven)" Date: Sun, 8 Sep 2019 18:54:36 +1000 Subject: [PATCH 11/11] Added an 8-player starting area. Changed player-spawning slightly: instead of skipping index 0 for odd numbers of players, each starting pen section starts with no squares marked isSpawnable, and lists of squares to mark as spawnable on instantiation depending on the number of players. RacetrackGameMode.cs is currently hardcoded to call the map initialiser with five players, until I can figure out how to get the number of connected players when OnPreGameStart is called. --- Assets/Data/Map Generation/Map Manager.asset | 4 +- Assets/Prefabs/Blocks/Cube_GroundWall.prefab | 16 +- .../Map Sections/Start 4-player.prefab | 355 +- .../Map Sections/Start 8-player.prefab | 9558 +++++++++++++++++ .../Map Sections/Start 8-player.prefab.meta | 7 + .../ColorGameMode/RacetrackGameMode.cs | 4 +- Assets/Scripts/Managers/GameManager.cs | 57 +- Assets/Scripts/Map Generation/MapManager.cs | 52 + Assets/Scripts/Map Generation/MapSection.cs | 26 +- 9 files changed, 9886 insertions(+), 193 deletions(-) create mode 100644 Assets/Prefabs/Map Sections/Start 8-player.prefab create mode 100644 Assets/Prefabs/Map Sections/Start 8-player.prefab.meta diff --git a/Assets/Data/Map Generation/Map Manager.asset b/Assets/Data/Map Generation/Map Manager.asset index 206ec2e..85f047c 100644 --- a/Assets/Data/Map Generation/Map Manager.asset +++ b/Assets/Data/Map Generation/Map Manager.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0b856f73309ed68add224a7de7995afae4bbc0b4d5f37f937d8edf2a00f0c738 -size 834 +oid sha256:b6b048d7cd1d636b7d5c6eb9ab640eeec39d921f03df1ea868af25f2c72ae5f9 +size 901 diff --git a/Assets/Prefabs/Blocks/Cube_GroundWall.prefab b/Assets/Prefabs/Blocks/Cube_GroundWall.prefab index ad928a4..66c2fbc 100644 --- a/Assets/Prefabs/Blocks/Cube_GroundWall.prefab +++ b/Assets/Prefabs/Blocks/Cube_GroundWall.prefab @@ -14,7 +14,7 @@ GameObject: - 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//mapManager.init(allPlayers.Length); - mapManager.init(4); + //mapManager.init(ConnectedClients.Count); + mapManager.init(5); } /// diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index bfdd420..63d5008 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -102,6 +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 @@ -130,13 +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() @@ -144,19 +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); @@ -202,9 +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) { @@ -269,6 +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/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index b01d560..7c8c455 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -51,6 +51,58 @@ public class MapManager : ScriptableObject } } + 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(); } diff --git a/Assets/Scripts/Map Generation/MapSection.cs b/Assets/Scripts/Map Generation/MapSection.cs index 36e15a9..0dd1018 100644 --- a/Assets/Scripts/Map Generation/MapSection.cs +++ b/Assets/Scripts/Map Generation/MapSection.cs @@ -9,12 +9,22 @@ public class MapSection : MonoBehaviour 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; - 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