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externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Logic/Blocks/LogicBlock.cs b/Assets/Scripts/Logic/Blocks/LogicBlock.cs index 392ff85..4000e74 100644 --- a/Assets/Scripts/Logic/Blocks/LogicBlock.cs +++ b/Assets/Scripts/Logic/Blocks/LogicBlock.cs @@ -206,7 +206,7 @@ public class BlockToken { LogicBlock retVal = (LogicBlock)ScriptableObject.CreateInstance(blockType); - Debug.Log("type: " + retVal.GetType()); + //Debug.Log("type: " + retVal.GetType()); retVal.CopyToken(this); return retVal; diff --git a/Assets/Scripts/MainMenuControllerServer.cs b/Assets/Scripts/MainMenuControllerServer.cs index 33972c1..8eefb88 100644 --- a/Assets/Scripts/MainMenuControllerServer.cs +++ b/Assets/Scripts/MainMenuControllerServer.cs @@ -1,6 +1,4 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine.UI; +using UnityEngine.UI; using UnityEngine; public class MainMenuControllerServer : MonoBehaviour diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 76e58fd..b406ef9 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -96,8 +96,7 @@ public class GameManager : MonoBehaviour { gamemode.RoundStart(playerArray.ToArray()); LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg( gamemode.GetRoundTime()); - //bspawn.getPlayerScores(); - //bspawn.getPlayerLocations(); + bspawn.Spawn(); playerArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime)); } @@ -105,11 +104,11 @@ public class GameManager : MonoBehaviour { playerArray.ForEach(p => p.recievedList = false); - Debug.Log("Doing Round Routine"); + //Debug.Log("Doing Round Routine"); while (playerArray.Any(p => !p.blockReader.Finished)) { - Debug.Log("One Move"); + //Debug.Log("One Move"); foreach (PlayerData player in playerArray) StartCoroutine(RunOnce(player)); @@ -181,7 +180,7 @@ public class GameManager : MonoBehaviour blockFinished = data.blockReader.Read(data.character, AnimationTime,out waitTime); - Debug.Log("Waiting: " + waitTime); + //Debug.Log("Waiting: " + waitTime); yield return new WaitForSeconds(waitTime); gamemode.OnePlayerMoved(data); } diff --git a/Assets/Scripts/UI/Lobby/LobbyUIController.cs b/Assets/Scripts/UI/Lobby/LobbyUIController.cs index af2c5a1..471fb67 100644 --- a/Assets/Scripts/UI/Lobby/LobbyUIController.cs +++ b/Assets/Scripts/UI/Lobby/LobbyUIController.cs @@ -59,6 +59,11 @@ public class LobbyUIController : MonoBehaviour } } + public void OnClick_Back() + { + UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu Server"); + } + public void OnClick_StartGame() { diff --git a/Assets/Scripts/blockSpawn.cs b/Assets/Scripts/blockSpawn.cs index 1a6bdbc..d87f351 100644 --- a/Assets/Scripts/blockSpawn.cs +++ b/Assets/Scripts/blockSpawn.cs @@ -10,78 +10,181 @@ public class blockSpawn : MonoBehaviour public List ConnectedClients; public ClientList clientDataList; public Block[] SpawnBlocks; - bool spawned = false; + public List spawnedLocations; + int scoreDifference = 0; + float average = 0; void Awake() { ConnectedClients = clientDataList.ConnectedClients; SpawnBlocks = FindObjectsOfType().Where(p => p.is_Walkable).ToArray(); + spawnedLocations = new List(); } - public void getPlayerScores() + public void Spawn() { - ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore)); + getPlayerScores(); + getPlayerLocations(ConnectedClients.ToArray(), 0.75f); + + //second spawning block only if needed + /* if (scoreDifference > average) + { + List lessClients = new List(ConnectedClients); + lessClients.RemoveAt(lessClients.Count - 1); + getPlayerLocations(lessClients.ToArray(), 0.6f); + }*/ } - public void checkValid(Vector3 spawnposition) + private void getPlayerScores() { - for(int i = 0; i < SpawnBlocks.Length; i++) + ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore)); + int totalScores = 0; + scoreDifference = ConnectedClients[0].SceneScore + ConnectedClients[ConnectedClients.Count-1].SceneScore; + Debug.Log("score difference " + scoreDifference); + + for(int i = 0; i < ConnectedClients.Count; i++) { - if(spawned == false){ - if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z) - { - GameObject prefab = Resources.Load("Logic Block") as GameObject; - GameObject block = Instantiate(prefab); - - int number = (int)Random.Range(1.0f, spawnLogicList.Length); - block.GetComponent().Collectable.element = spawnLogicList[number].element; - block.GetComponent().Collectable.Count = spawnLogicList[number].Count; - block.transform.position = spawnposition; - Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position); - spawned = true; - break; - } - } + totalScores += ConnectedClients[i].SceneScore; } - if (spawned == false){ - //needs to be changed, can get caught in an infinite loop when z is 7/8 - if (spawnposition.z >= 2 && spawnposition.z <= 8) + average = totalScores / ConnectedClients.Count; + Debug.Log("score average " + average); + } + + private bool checkDuplicatePosition(Vector3 spawnposition) + { + if (spawnedLocations.Count > 0) + { + for (int k = 0; k < spawnedLocations.Count; k++) { - spawnposition.z += 1; - checkValid(spawnposition); + if (spawnedLocations[k].x == spawnposition.x && spawnedLocations[k].z == spawnposition.z) + { + return true; + } } - else if (spawnposition.z >= 8 && spawnposition.z <= 12) + } + return false; + } + + private bool checkValid(Vector3 spawnposition) + { + for (int i = 0; i < SpawnBlocks.Length; i++) + { + if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z) { - spawnposition.z -= 1; - checkValid(spawnposition); + return true; } - } + } + return false; } - public void getPlayerLocations() + private void spawnBlock(Vector3 spawnposition) { - Vector3 spawnposition = new Vector3(0, 1, 0); - Vector2 playerTwo = new Vector2(ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.z); - Vector2 playerOne = new Vector2(ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.z); + GameObject prefab = Resources.Load("Logic Block") as GameObject; + GameObject block = Instantiate(prefab); + + int number = (int)Random.Range(1.0f, spawnLogicList.Length); + block.GetComponent().Collectable.element = spawnLogicList[number].element; + block.GetComponent().Collectable.Count = spawnLogicList[number].Count; + block.transform.position = spawnposition; + Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position); + spawnedLocations.Add(spawnposition); + } - //x - if (playerOne.x > playerTwo.x) + private void checkLocation(Vector3 spawnposition) + { + bool duplicate = false; + if (duplicate == false) { - spawnposition.x = ((playerOne.x - playerTwo.x)/2) + playerTwo.x; + bool valid = checkValid(spawnposition); + if (valid == true) + { + spawnBlock(spawnposition); + } + else + { + Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition)); + checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z)); + } } else { - spawnposition.x = ((playerTwo.x - playerOne.x)/2) + playerOne.x; + //this needs to be changed + Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition)); + checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z)); } - //z - if (playerOne.y > playerTwo.y) + } + + private void getPlayerLocations(ClientData[] clients, float weightMultiplier) + { + float[] weightings = new float[clients.Length]; + if(clients.Length > 1) { - spawnposition.z = ((playerOne.y - playerTwo.y)/2) + playerTwo.y; + Vector3 spawnposition = new Vector3(0, 0, 0); + for (int i = 0; i < clients.Length; i++) + { + spawnposition += clients[i].playerCharacter.CurrentBlock.VisualPosition; + Debug.Log("currentBlock.VisualPosition " + clients[i].playerCharacter.CurrentBlock.VisualPosition); + } + spawnposition *= (1.0f / clients.Length); + Debug.Log("spawnposition " + spawnposition); + + Vector3[] direction = new Vector3[clients.Length]; + for (int i = 0; i < clients.Length; i++) + { + direction[i] = (spawnposition - clients[i].playerCharacter.CurrentBlock.VisualPosition); + + Debug.Log("direction " + i + " " + direction[i]); + } + + //weighting calculations + float[] difAvg = new float[clients.Length]; + for (int i = 0; i < clients.Length; i++) + { + difAvg[i] = clients[i].SceneScore - average; + } + + float[] ratio = new float[clients.Length]; + + Debug.Log("difAvg[0] " + difAvg[0]); + + if (difAvg[0] == 0) + { + for (int i = 0; i < clients.Length; i++) + { + weightings[i] = 0.5f * weightMultiplier; + Debug.Log("weightings " + i + " " + weightings[i]); + } + } + else + { + for (int i = 0; i < clients.Length; i++) + { + ratio[i] = difAvg[i] / difAvg[0]; + ratio[i] /= 2.0f; + ratio[i] += 0.5f; + weightings[i] = ratio[i] * weightMultiplier; + weightings[i] = Mathf.Clamp(weightings[i], 0, 1); + Debug.Log("weightings " + i + " " + weightings[i]); + } + } + + //multiply weightings by the direction + //take average point and add directions + for (int i = 0; i < clients.Length; i++) + { + spawnposition += (weightings[i] * direction[i]); + Debug.Log("(weightings[i] * direction[i] " + (weightings[i] * direction[i])); + } + Debug.Log("spawnposition " + spawnposition); + //spawn first block + checkLocation(spawnposition); } else { - spawnposition.z = ((playerTwo.y - playerOne.y)/2) + playerOne.y; + Vector2 playerOne = new Vector2(clients[0].playerCharacter.CurrentBlock.VisualPosition.x, clients[0].playerCharacter.CurrentBlock.VisualPosition.z); + int xVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.x; + int zVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.y; + checkLocation(new Vector3(xVal, 1.0f, zVal)); } - checkValid(spawnposition); } } \ No newline at end of file diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index d8c2b85..e1b9a59 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:6924f90114ea33a8f2dbdbefd6ad1c3a6e41ca3659e4a6a3ecd6754ca31df368 +oid sha256:40161240910626c8e801b5f99059825241f74c1641968ffcf7447136c21075dc size 1650