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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 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