# Conflicts: # Assets/Scenes/Menus/Lobby.unity # Assets/Scripts/Managers/GameManager.csJosh_Dev_branch
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
/// <summary> | |||||
/// Logic block which deals with moving a character in a direction | |||||
/// </summary> | |||||
[CreateAssetMenu(menuName = "Major Project/RotateHalf Block")] | |||||
[System.Serializable] | |||||
public class RotateHalf : LogicBlock | |||||
{ | |||||
#region Inspector Fields | |||||
[SerializeField] | |||||
[Header("Rotate Settings")] | |||||
[Tooltip("Direction to rotate in")] | |||||
protected Direction direction; | |||||
#endregion Inspector Fields | |||||
#region Class Functions | |||||
/// <summary> | |||||
/// Rotates the player in the direction specified by this block | |||||
/// </summary> | |||||
/// <param name="player">Player to rotate</param> | |||||
protected override void BlockLogic(Character player, float animationTime) | |||||
{ | |||||
player.RotateHalf(direction, animationTime); | |||||
} | |||||
/// <summary> | |||||
/// Returns the block that the character will endUp on after they use this logic element | |||||
/// </summary> | |||||
/// <param name="startBlock">block character is on</param> | |||||
/// <param name="layerMask">layers to ignore</param> | |||||
/// <returns>block which character will finish on after performing this function </returns> | |||||
public override Block GetEndBlock(Block startBlock, Transform transform, LayerMask layerMask) | |||||
{ | |||||
//no movement when rotating | |||||
return startBlock; | |||||
} | |||||
public override void CopyToken(BlockToken token) | |||||
{ | |||||
base.CopyToken(token); | |||||
direction = ((DirectionToken)token).direction; | |||||
} | |||||
public override BlockToken ToToken(BlockToken token = null) | |||||
{ | |||||
if (token == null) | |||||
token = new DirectionToken(this); | |||||
DirectionToken retVal = (DirectionToken)base.ToToken(token); | |||||
retVal.direction = direction; | |||||
return retVal; | |||||
} | |||||
#endregion Class Functions | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
//public class MapManager : MonoBehaviour | |||||
[CreateAssetMenu(menuName = "Major Project/Map Manager")] | |||||
public class MapManager : ScriptableObject | |||||
{ | |||||
public GameObject spawn4; //The section to use as a spawn-point for games with 2-5 players | |||||
public GameObject spawn8; //The section to use a spawn-point for games with 5-8 players | |||||
//In 5-player games, we choose between them at random | |||||
public List<MapSection> sections; //The list of sections to choose from after starting | |||||
public int minConns = 2; //The minimum number of valid connections between two map sections for them to be allowed to link up | |||||
public float xForward = 28.0f; //How far ahead of the camera's current position do we want to extend the track? | |||||
public float xBack = -4.0f; //And how far behind the camera's position does a section need to fall before being deleted? | |||||
public List<MapSection> activeSections; //The list of sections that have been placed on the map (and not removed) | |||||
MapSection lastSection; //Which map-section was most recently added? | |||||
float startX = -16.0f; //The x-position of the current start of the track | |||||
float endX = -16.0f; //The x-position of the current end of the track | |||||
// Start is called before the first frame update | |||||
void Start() | |||||
{ | |||||
} | |||||
public void init(int players) | |||||
{ | |||||
activeSections = new List<MapSection>(); | |||||
if (players < 5) | |||||
{ | |||||
addSection(spawn4.GetComponent<MapSection>()); | |||||
} | |||||
else if (players > 5) | |||||
{ | |||||
addSection(spawn8.GetComponent<MapSection>()); | |||||
} | |||||
else | |||||
{ | |||||
if (Random.Range(0.0f, 1.0f) < 0.5f) | |||||
{ | |||||
addSection(spawn4.GetComponent<MapSection>()); | |||||
} | |||||
else | |||||
{ | |||||
addSection(spawn8.GetComponent<MapSection>()); | |||||
} | |||||
} | |||||
switch (players) | |||||
{ | |||||
case 2: | |||||
foreach (GameObject spawnBlock in lastSection.spawns2) | |||||
{ | |||||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||||
} | |||||
break; | |||||
case 3: | |||||
foreach (GameObject spawnBlock in lastSection.spawns3) | |||||
{ | |||||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||||
} | |||||
break; | |||||
case 4: | |||||
foreach (GameObject spawnBlock in lastSection.spawns4) | |||||
{ | |||||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||||
} | |||||
break; | |||||
case 5: | |||||
foreach (GameObject spawnBlock in lastSection.spawns5) | |||||
{ | |||||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||||
} | |||||
break; | |||||
case 6: | |||||
foreach (GameObject spawnBlock in lastSection.spawns6) | |||||
{ | |||||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||||
} | |||||
break; | |||||
case 7: | |||||
foreach (GameObject spawnBlock in lastSection.spawns7) | |||||
{ | |||||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||||
} | |||||
break; | |||||
case 8: | |||||
foreach (GameObject spawnBlock in lastSection.spawns8) | |||||
{ | |||||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||||
} | |||||
break; | |||||
default: | |||||
foreach (GameObject spawnBlock in lastSection.spawns1) | |||||
{ | |||||
spawnBlock.GetComponent<Block>().isSpawnable = true; | |||||
} | |||||
break; | |||||
} | |||||
checkForward(); | |||||
} | |||||
void chooseNextSection() | |||||
{ | |||||
//First, we determine which sections are valid | |||||
List<MapSection> validSections = new List<MapSection>(); | |||||
foreach (MapSection section in sections) | |||||
{ | |||||
if (checkSegments(section)) | |||||
{ | |||||
validSections.Add(section); //If a segment is a valid continuation of the current most-recent segment, add it to the list | |||||
} | |||||
} | |||||
//Having generated our list, we choose a random segment from it | |||||
/*foreach (MapSection section in validSections) | |||||
{ | |||||
Debug.Log("Valid section: " + section.name); | |||||
}*/ | |||||
Debug.Log("Choosing section"); | |||||
MapSection nextSection = validSections[(int)Random.Range(0.0f, (float)validSections.Count)]; | |||||
Debug.Log("Chosen section: " + nextSection.name); | |||||
addSection(nextSection); | |||||
} | |||||
void addSection(MapSection section) | |||||
{ | |||||
//Instantiate new section at x = endX | |||||
Vector3 pos = new Vector3(endX, 0.0f, 0.0f); | |||||
GameObject newSection = (GameObject)Instantiate(section.gameObject, pos, Quaternion.identity); | |||||
//GameObject.Instantiate(section.gameObject, pos, Quaternion.identity); | |||||
MapSection newSectionScript = newSection.GetComponent<MapSection>(); | |||||
newSectionScript.InitSection(activeSections.Count); | |||||
newSection.name = newSectionScript.name; | |||||
activeSections.Add(newSectionScript); | |||||
lastSection = newSectionScript; | |||||
endX += newSectionScript.length; | |||||
} | |||||
bool checkSegments(MapSection second) | |||||
{ | |||||
return checkSegments(this.lastSection, second); | |||||
} | |||||
bool checkSegments(MapSection first, MapSection second) | |||||
{ | |||||
int connections = 0; | |||||
//Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name); | |||||
foreach (GameObject exit in first.exits) | |||||
{ | |||||
foreach (GameObject entry in second.entrances) | |||||
{ | |||||
/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x | |||||
+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/ | |||||
if (checkConnection(exit, entry)) | |||||
{ | |||||
connections++; | |||||
} | |||||
} | |||||
} | |||||
//Debug.Log("Connections = " + connections); | |||||
if (connections >= minConns) | |||||
{ | |||||
//Debug.Log("Valid section!"); | |||||
} | |||||
else | |||||
{ | |||||
//Debug.Log("Invalid section!"); | |||||
} | |||||
return (connections >= minConns); | |||||
} | |||||
bool checkConnection(GameObject exit, GameObject entry) | |||||
{ | |||||
/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.transform.localPosition.x | |||||
+ ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/ | |||||
//If the squares being checked don't line up, the connection is invalid | |||||
if (exit.transform.localPosition.z != entry.transform.localPosition.z) | |||||
{ | |||||
//Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z); | |||||
return false; | |||||
} | |||||
//Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable); | |||||
//Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid | |||||
if (!(exit.GetComponent<Block>().is_Walkable) || !(entry.GetComponent<Block>().is_Walkable)) | |||||
{ | |||||
//Debug.Log("Invalid connection - not walkable"); | |||||
return false; | |||||
} | |||||
//Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater); | |||||
//If both components are water, moving through this connection is technically possible, but we don't count it as valid | |||||
if ((exit.GetComponent<Block>().isWater) && (entry.GetComponent<Block>().isWater)) | |||||
{ | |||||
//Debug.Log("Invalid connection - both water"); | |||||
return false; | |||||
} | |||||
//Debug.Log("Valid connection!"); | |||||
//If we've passed all these tests, the connection is valid! | |||||
return true; | |||||
} | |||||
//Check whether it's time to extend the track forward | |||||
void checkForward() | |||||
{ | |||||
//We check if the end of the last section of track is in sight | |||||
Vector3 trackEnd = new Vector3(endX, 0.0f); //Get the middle of the end of the last track section | |||||
//If it is, then we add a new section | |||||
if (checkView(trackEnd)) | |||||
{ | |||||
chooseNextSection(); | |||||
checkForward(); | |||||
} | |||||
} | |||||
//Check whether it's time to delete the oldest section of active track | |||||
void checkBack() | |||||
{ | |||||
//We check if the end of the first section of track is still in sight | |||||
Vector3 firstSectionEnd = new Vector3(startX + activeSections[0].length, 0.0f); //Get the middle of the end of the first track section | |||||
//If it's not, then we remove it | |||||
if (!(checkView(firstSectionEnd))) | |||||
{ | |||||
startX += activeSections[0].length; | |||||
activeSections[0].destroySection(); | |||||
activeSections.RemoveAt(0); | |||||
} | |||||
} | |||||
//Check whether a point is in sight or not | |||||
bool checkView(Vector3 point) | |||||
{ | |||||
Vector3 screenPoint = Camera.main.WorldToViewportPoint(point); //Map it into viewport space | |||||
//The camera's field of view is represented by 0 > (x, y) < 1, with z being the distance from the camera | |||||
return (screenPoint.z > 0 && screenPoint.x > 0 && screenPoint.x < 1 && screenPoint.y > 0 && screenPoint.y < 1); | |||||
} | |||||
//Checks in both directions for sections needing to be added or removed | |||||
public void checkTrack() | |||||
{ | |||||
checkForward(); | |||||
checkBack(); | |||||
} | |||||
// Update is called once per frame | |||||
void Update() | |||||
{ | |||||
//checkTrack(); | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class MapSection : MonoBehaviour | |||||
{ | |||||
public int width = 0; | |||||
public int length = 0; | |||||
int size; | |||||
public string sectionName = ""; | |||||
//Lists of spawn points | |||||
//One for each possible number of players | |||||
public List<GameObject> spawns1; | |||||
public List<GameObject> spawns2; | |||||
public List<GameObject> spawns3; | |||||
public List<GameObject> spawns4; | |||||
public List<GameObject> spawns5; | |||||
public List<GameObject> spawns6; | |||||
public List<GameObject> spawns7; | |||||
public List<GameObject> spawns8; | |||||
//Lists of each type of block, assigned in the inspector | |||||
public List<GameObject> boulders; | |||||
public List<GameObject> belts; | |||||
public List<GameObject> cannons; | |||||
public List<GameObject> pits; | |||||
public List<GameObject> spikes; | |||||
public List<GameObject> track; | |||||
public List<GameObject> walls; | |||||
public List<GameObject> water; | |||||
public List<GameObject> blocks; //Complete list of all blocks, cleared & filled on creation | |||||
public List<GameObject> entrances; //Ways into this map segment | |||||
public List<GameObject> exits; //Ways out of this map segment | |||||
// Start is called before the first frame update | |||||
void Start() | |||||
{ | |||||
} | |||||
public void InitSection() | |||||
{ | |||||
size = width * length; | |||||
blocks = new List<GameObject>(); | |||||
blocks.AddRange(boulders); | |||||
blocks.AddRange(belts); | |||||
blocks.AddRange(cannons); | |||||
blocks.AddRange(pits); | |||||
//blocks.AddRange(spawns); | |||||
blocks.AddRange(spikes); | |||||
blocks.AddRange(track); | |||||
blocks.AddRange(walls); | |||||
blocks.AddRange(water); | |||||
} | |||||
public void InitSection(int num) | |||||
{ | |||||
name = num + " " + name; | |||||
InitSection(); | |||||
} | |||||
public int getSize() | |||||
{ | |||||
return size; | |||||
} | |||||
public void destroySection() | |||||
{ | |||||
/*foreach (GameObject block in blocks) | |||||
{ | |||||
Object.Destroy(block); | |||||
}*/ | |||||
/*Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z); | |||||
gameObject.transform.position = new Vector3(0.0f, 0.0f, 1000.0f);*/ | |||||
Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z); | |||||
//gameObject.SetActive(false); | |||||
Destroy(gameObject); | |||||
} | |||||
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streamingMipmapsPriority: 0 | |||||
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generateCubemap: 6 | |||||
cubemapConvolution: 0 | |||||
seamlessCubemap: 0 | |||||
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maxTextureSize: 2048 | |||||
textureSettings: | |||||
serializedVersion: 2 | |||||
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aniso: -1 | |||||
mipBias: -100 | |||||
wrapU: -1 | |||||
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compressionQuality: 50 | |||||
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spritePixelsToUnits: 100 | |||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0} | |||||
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platformSettings: | |||||
- serializedVersion: 2 | |||||
buildTarget: DefaultTexturePlatform | |||||
maxTextureSize: 2048 | |||||
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textureCompression: 1 | |||||
compressionQuality: 50 | |||||
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androidETC2FallbackOverride: 0 | |||||
spriteSheet: | |||||
serializedVersion: 2 | |||||
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outline: [] | |||||
physicsShape: [] | |||||
bones: [] | |||||
spriteID: | |||||
vertices: [] | |||||
indices: | |||||
edges: [] | |||||
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pSDShowRemoveMatteOption: 0 | |||||
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