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Implemented a procedural track creation framework. Track sections will now be added from a list prefabs, after checking that they can connect to the previous section. Sections that have passed out of camera view will disappear. Created a new scene using the procedural generator. The Lobby will now load it on starting a game.

To do:
- Add a starting pen for an 8-player game.
- Add more track sections.
- Add weighting & more criteria for selection of track sections (to produce that escalating difficulty we want).
- Potentially add the possibility for narrower track sections to spawn side by side.
Josh_Dev_branch
s3607057 (Angus Niven) 5 years ago
parent
commit
465a8eb6b7
36 changed files with 32475 additions and 419 deletions
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Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -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<ClientData> 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<ClientData, List<Block>> BlocksOwned;
/// <summary>
/// Called once before any players have spawned
/// </summary>
protected override void OnPreGameStart()
{
//mapManager.init(allPlayers.Length);
mapManager.init(4);
}
/// <summary>
/// Called once all players have finished their moves but before the Objective is checked
/// </summary>
@ -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

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Assets/Scripts/Map Generation/MapManager.cs View File

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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>());
}
}
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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Assets/Scripts/Map Generation/MapSection.cs View File

@ -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<GameObject> boulders;
public List<GameObject> belts;
public List<GameObject> cannons;
public List<GameObject> pits;
public List<GameObject> spawns;
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;
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 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);
}
}

+ 11
- 0
Assets/Scripts/Map Generation/MapSection.cs.meta View File

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guid: 36b3461547afb96459a4c4b059c764a7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

+ 2
- 2
ProjectSettings/EditorBuildSettings.asset View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:ca5f18261fab72b72752ecf93ad8fd347fea19843b3184e007e8cba55e6dff7b
size 2010
oid sha256:9684c54f3409168ac466768434a8b3cda25add5043399384e073903491a1a49a
size 2120

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