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public GameObject HowToPlayMenu_aim; + public GameObject HowToPlayMenu; + public GameObject HowToPlayMenu_aim; public GameObject HowToPlayMenu_inventory; //On Awake private void Awake () { MainMenu.SetActive (true); - SettingsMenu.SetActive (false); + HowToPlayMenu.SetActive(false); HowToPlayMenu_aim.SetActive (false); HowToPlayMenu_inventory.SetActive(false); } @@ -25,20 +25,19 @@ public class MainMenuControllerClient : MonoBehaviour UnityEngine.SceneManagement.SceneManager.LoadScene ("LoginScreen"); } - public void OnSettingsClick () - { - //toggle which menu displays - MainMenu.SetActive (false); - SettingsMenu.SetActive (true); - } - public void OnTutorialClick () { MainMenu.SetActive (false); - HowToPlayMenu_aim.SetActive (true); + HowToPlayMenu.SetActive (true); } - public void OnTutorialContinueAimClick () + public void OnTutorialContinueClick() + { + HowToPlayMenu.SetActive(false); + HowToPlayMenu_aim.SetActive(true); + } + + public void OnTutorialContinueAimClick () { HowToPlayMenu_aim.SetActive(false); HowToPlayMenu_inventory.SetActive(true); @@ -49,17 +48,9 @@ public class MainMenuControllerClient : MonoBehaviour UnityEngine.SceneManagement.SceneManager.LoadScene("TuteLevelOne"); } - //Settings Menu - public void OnBackClick () - { - //Settings menu - SettingsMenu.SetActive (false); - MainMenu.SetActive (true); - } - - //Settings Menu public void OnBacktomainmenuClick() { + HowToPlayMenu.SetActive(false); HowToPlayMenu_aim.SetActive(false); HowToPlayMenu_inventory.SetActive(false); MainMenu.SetActive(true); diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index d66e4b1..86446d5 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -144,7 +144,6 @@ public class GameManager : MonoBehaviour yield return new WaitUntil(() => playerArray.All(p => p.waiting)); gamemode.FinishedMove(playerArray.ToArray()); - } if (gamemode.isGameOver(playerArray.ToArray())) @@ -164,8 +163,6 @@ public class GameManager : MonoBehaviour } Debug.Log("Finished Moving"); - - StartRound(); } @@ -194,8 +191,6 @@ public class GameManager : MonoBehaviour private IEnumerator RunOnce(PlayerData data) { - - data.waiting = false; bool blockFinished = false; float waitTime; @@ -214,11 +209,8 @@ public class GameManager : MonoBehaviour Debug.Log("Waiting: " + waitTime); yield return new WaitForSeconds(waitTime); } - data.waiting = true; } - - } public class PlayerData diff --git a/Assets/Scripts/blockSpawn.cs b/Assets/Scripts/blockSpawn.cs index 4e5ed89..1a6bdbc 100644 --- a/Assets/Scripts/blockSpawn.cs +++ b/Assets/Scripts/blockSpawn.cs @@ -1,11 +1,7 @@ -using System.Collections; -using System.Collections.Generic; +using System.Collections.Generic; using System.Linq; using UnityEngine; -using UnityEngine.Networking; using Networking.Server; -using Networking; -using UnityEngine.SceneManagement; public class blockSpawn : MonoBehaviour { @@ -16,7 +12,6 @@ public class blockSpawn : MonoBehaviour public Block[] SpawnBlocks; bool spawned = false; - // Start is called before the first frame update void Awake() { ConnectedClients = clientDataList.ConnectedClients; @@ -48,11 +43,19 @@ public class blockSpawn : MonoBehaviour } } } - if(spawned == false){ - //needs to be changed, can get caught in an infinite loop in negatives - spawnposition.z -= 1; - checkValid(spawnposition); - } + 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) + { + spawnposition.z += 1; + checkValid(spawnposition); + } + else if (spawnposition.z >= 8 && spawnposition.z <= 12) + { + spawnposition.z -= 1; + checkValid(spawnposition); + } + } } public void getPlayerLocations() @@ -60,55 +63,25 @@ public class blockSpawn : MonoBehaviour 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); + //x if (playerOne.x > playerTwo.x) { - if ((playerOne.x - playerTwo.x) <= 1) - { - spawnposition.x = playerOne.x; - } - else - { - spawnposition.x = ((playerOne.x - playerTwo.x)/2) + playerOne.x; - } + spawnposition.x = ((playerOne.x - playerTwo.x)/2) + playerTwo.x; } else { - if ((playerTwo.x - playerOne.x) <= 1) - { - spawnposition.x = playerTwo.x; - } - else - { - spawnposition.x = ((playerTwo.x - playerOne.x)/2) + playerTwo.x; - } + spawnposition.x = ((playerTwo.x - playerOne.x)/2) + playerOne.x; } - //z if (playerOne.y > playerTwo.y) { - if ((playerOne.y - playerTwo.y) <= 1) - { - spawnposition.z = playerOne.y; - } - else - { - spawnposition.z = ((playerOne.y - playerTwo.y)/2) + playerOne.y; - } + spawnposition.z = ((playerOne.y - playerTwo.y)/2) + playerTwo.y; } else { - if ((playerTwo.y - playerOne.y) <= 1) - { - spawnposition.z = playerTwo.y; - } - else - { - spawnposition.z = ((playerTwo.y - playerOne.y)/2) + playerTwo.y; - } + spawnposition.z = ((playerTwo.y - playerOne.y)/2) + playerOne.y; } - checkValid(spawnposition); } - 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