Browse Source

Started Gamemode rework

Josh_Dev_branch
JoshuaReason 5 years ago
parent
commit
35bb46e571
14 changed files with 491 additions and 17 deletions
  1. +8
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      Assets/Data/GameModes.meta
  2. +8
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      Assets/Models.meta
  3. +8
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      Assets/Scenes/GameMode Scenes.meta
  4. +265
    -0
      Assets/Scenes/GameMode Scenes/ColorGameMode.unity
  5. +7
    -0
      Assets/Scenes/GameMode Scenes/ColorGameMode.unity.meta
  6. +57
    -5
      Assets/Scripts/GameMode/GameMode.cs
  7. +54
    -0
      Assets/Scripts/GameMode/GameModeEvents.cs
  8. +11
    -0
      Assets/Scripts/GameMode/GameModeEvents.cs.meta
  9. +9
    -0
      Assets/Scripts/GameMode/GameModeReference.cs
  10. +11
    -0
      Assets/Scripts/GameMode/GameModeReference.cs.meta
  11. +18
    -0
      Assets/Scripts/GameMode/TestGameMode.cs
  12. +11
    -0
      Assets/Scripts/GameMode/TestGameMode.cs.meta
  13. +8
    -0
      Assets/Scripts/LogicBlocks.meta
  14. +16
    -12
      Assets/Scripts/Managers/GameManager.cs

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Assets/Scenes/GameMode Scenes/ColorGameMode.unity View File

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Assets/Scripts/GameMode/GameMode.cs View File

@ -1,15 +1,67 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Networking.Server; using Networking.Server;
public abstract class GameMode : MonoBehaviour
public abstract class GameMode : ScriptableObject
{ {
public Action RoundStartEvent;
public Action AllPlayersMovedEvent;
public Action RoundEndEvent;
public Action OnGameOverEvent;
/// <summary>
/// Called at the beginning of a new Round
/// </summary>
protected abstract void OnRoundStart(PlayerData[] allPlayers);
public abstract void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock);
/// <summary>
/// Called for each player after they finished one move. Even if they didn't move!
/// </summary>
/// <param name="character">Character which moved</param>
/// <param name="client">Client which controls character</param>
/// <param name="currentBlock">Block which the character finished on</param>
protected abstract void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock);
public abstract bool isGameOver();
/// <summary>
/// Called once after every player has finished one move
/// </summary>
/// <param name="allCharacters">List of all player Info</param>
protected abstract void OnAllPlayersFinishedMove(PlayerData[] allPlayers);
public abstract void OnRoundFinished();
public abstract bool isGameOver(PlayerData[] allPlayers);
public abstract void OnRoundEnd(PlayerData[] allPlayers);
public abstract void OnGameOver(PlayerData[] allPlayers);
public void RoundStart(PlayerData[] allPlayers)
{
OnRoundStart(allPlayers);
RoundStartEvent.Invoke();
}
public void FinishedMove(PlayerData[] allPlayers)
{
foreach (PlayerData player in allPlayers)
OnPlayerFinishedMove(player.character, player.client, player.character.CurrentBlock);
OnAllPlayersFinishedMove(allPlayers);
AllPlayersMovedEvent.Invoke();
}
public void RoundEnd(PlayerData[] allPlayers)
{
OnRoundEnd(allPlayers);
RoundEndEvent.Invoke();
}
public void GameOver(PlayerData[] allPlayers)
{
OnGameOver(allPlayers);
OnGameOverEvent.Invoke();
}
} }

+ 54
- 0
Assets/Scripts/GameMode/GameModeEvents.cs View File

@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class GameModeEvents : MonoBehaviour
{
[Header("Reference")]
[SerializeField]
private GameModeReference Reference;
[Header("Events")]
public UnityEvent OnRoundStart = new UnityEvent();
public UnityEvent OnPlayersMoved = new UnityEvent();
public UnityEvent OnRoundEnd = new UnityEvent();
public UnityEvent OnGameOver = new UnityEvent();
private void OnEnable()
{
Reference.Value.RoundStartEvent += RoundStart;
Reference.Value.AllPlayersMovedEvent += PlayersMoved;
Reference.Value.RoundEndEvent += RoundEnd;
Reference.Value.OnGameOverEvent += GameOver;
}
private void OnDisable()
{
Reference.Value.RoundStartEvent -= RoundStart;
Reference.Value.AllPlayersMovedEvent -= PlayersMoved;
Reference.Value.RoundEndEvent -= RoundEnd;
Reference.Value.OnGameOverEvent -= GameOver;
}
private void RoundStart()
{
OnRoundStart.Invoke();
}
private void PlayersMoved()
{
OnPlayersMoved.Invoke();
}
private void RoundEnd()
{
OnRoundEnd.Invoke();
}
private void GameOver()
{
OnGameOver.Invoke();
}
}

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Assets/Scripts/GameMode/GameModeEvents.cs.meta View File

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Assets/Scripts/GameMode/GameModeReference.cs View File

@ -0,0 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Major Project/GameMode Refence", order = 201)]
public class GameModeReference : ScriptableObject
{
public GameMode Value;
}

+ 11
- 0
Assets/Scripts/GameMode/GameModeReference.cs.meta View File

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+ 18
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Assets/Scripts/GameMode/TestGameMode.cs View File

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestGameMode : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

+ 11
- 0
Assets/Scripts/GameMode/TestGameMode.cs.meta View File

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+ 8
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Assets/Scripts/LogicBlocks.meta View File

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+ 16
- 12
Assets/Scripts/Managers/GameManager.cs View File

@ -122,7 +122,7 @@ public class GameManager : MonoBehaviour
Character newChar = Instantiate(characterPrefab); Character newChar = Instantiate(characterPrefab);
Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)]; Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal); newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
playerData.Add(client.ID, new PlayerData(newChar));
playerData.Add(client.ID, new PlayerData(newChar,client));
} }
} }
@ -134,18 +134,22 @@ public class GameManager : MonoBehaviour
class PlayerData
{
public Character character;
public BlockReader blockReader;
public bool recievedList;
}
public bool waiting;
public class PlayerData
{
public Character character;
public BlockReader blockReader;
public ClientData client;
public PlayerData(Character character)
{
this.character = character;
blockReader = new BlockReader();
}
public bool recievedList;
public bool waiting;
public PlayerData(Character character, ClientData client)
{
this.character = character;
this.client = client;
blockReader = new BlockReader();
} }
} }

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