Browse Source

move code to game manager: change object texture and update player UI/collected vale

created level scoreboard for amount of coloured gameobjects 10second timer, then loads the main scoreboard, ten second timer, then loads the new scene based on string given in inspector
allow texture to load through script
Josh_Dev_branch
Claire Peta 5 years ago
parent
commit
57d423d041
32 changed files with 3714 additions and 112 deletions
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  19. +1426
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  20. +73
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  21. +4
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  31. +2
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m_inputSource: 0
m_hasFontAssetChanged: 0
m_subTextObjects:
@ -2482,11 +2482,11 @@ MonoBehaviour:
lineCount: 1
pageCount: 1
materialCount: 1
m_havePropertiesChanged: 1
m_havePropertiesChanged: 0
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_spriteAnimator: {fileID: 0}
m_isInputParsingRequired: 1
m_isInputParsingRequired: 0
m_inputSource: 0
m_hasFontAssetChanged: 0
m_subTextObjects:
@ -2968,11 +2968,11 @@ MonoBehaviour:
lineCount: 1
pageCount: 1
materialCount: 1
m_havePropertiesChanged: 1
m_havePropertiesChanged: 0
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_spriteAnimator: {fileID: 0}
m_isInputParsingRequired: 1
m_isInputParsingRequired: 0
m_inputSource: 0
m_hasFontAssetChanged: 0
m_subTextObjects:
@ -3215,11 +3215,11 @@ MonoBehaviour:
lineCount: 1
pageCount: 1
materialCount: 1
m_havePropertiesChanged: 1
m_havePropertiesChanged: 0
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_spriteAnimator: {fileID: 0}
m_isInputParsingRequired: 1
m_isInputParsingRequired: 0
m_inputSource: 0
m_hasFontAssetChanged: 0
m_subTextObjects:
@ -3477,10 +3477,10 @@ RectTransform:
m_Father: {fileID: 1490570091}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 383.95, y: -148.95001}
m_SizeDelta: {x: 220, y: 220}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1409883286
MonoBehaviour:
@ -3987,11 +3987,11 @@ MonoBehaviour:
lineCount: 1
pageCount: 1
materialCount: 1
m_havePropertiesChanged: 1
m_havePropertiesChanged: 0
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_spriteAnimator: {fileID: 0}
m_isInputParsingRequired: 1
m_isInputParsingRequired: 0
m_inputSource: 0
m_hasFontAssetChanged: 0
m_subTextObjects:
@ -4250,10 +4250,10 @@ RectTransform:
m_Father: {fileID: 1490570091}
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 613.95, y: -378.95}
m_SizeDelta: {x: 220, y: 220}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1661631624
MonoBehaviour:
@ -4399,10 +4399,10 @@ RectTransform:
m_Father: {fileID: 1490570091}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 153.95001, y: -148.95001}
m_SizeDelta: {x: 220, y: 220}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0}
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1686081524
MonoBehaviour:
@ -4675,7 +4675,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 0}
m_AnchoredPosition: {x: 0.0009460449, y: 30.000008}
m_AnchoredPosition: {x: 0.0009765625, y: 30.000008}
m_SizeDelta: {x: -0.0099487305, y: 60}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1991592983

+ 1426
- 29
Assets/Scenes/ColourCollideOne.unity
File diff suppressed because it is too large
View File


+ 73
- 5
Assets/Scripts/GameMode/ColorGameMode.cs View File

@ -2,14 +2,33 @@
using System.Collections.Generic;
using UnityEngine;
using Networking.Server;
using TMPro;
using UnityEngine.UI;
public class ColorGameMode : GameMode
{
public int MaxRound = 5;
private int RoundCount = 0;
public GameObject counterScore;
public GameObject colorCube;
private int counter = 1;
private GameObject[] objs;
public Texture playerTexture;
private LayerMask Ignore;
public List<ClientData> ConnectedClients;
public GameObject levelScoreboard;
public GameObject[] players = new GameObject[4];
public GameObject[] scores = new GameObject[4];
public ScoreBoard mainscoreboard;
void Start(){
counterScore.GetComponent<TextMeshProUGUI>().text = counter.ToString();
objs = GameObject.FindGameObjectsWithTag("Coloured");
}
/// <summary>
/// Called once all players have finished their moves but before the Objective is checked
@ -25,20 +44,69 @@ public class ColorGameMode : GameMode
/// <returns>returns if game is finished</returns>
public override bool isGameOver()
{
return (RoundCount <= MaxRound);
return (RoundCount <= MaxRound);
}
/// <summary>
/// couroutine to display level scores
/// </summary>
IEnumerator displayforSeconds(GameObject display, float time)
{
display.SetActive (true);
yield return new WaitForSeconds(time);
display.SetActive (false);
mainscoreboard.endGame();
}
/// <summary>
/// calculates and assigns scores in desc order, call coroutine
/// </summary>
public void levelComplete(ClientList clientDataList)
{
ConnectedClients = clientDataList.ConnectedClients;
ConnectedClients.Sort((a, b) => b.collected.CompareTo(a.collected));
for (int i = 0; i<ConnectedClients.Count; i++){
players[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].Name;
scores[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].collected.ToString();
}
StartCoroutine(displayforSeconds(levelScoreboard, 10.0f));
}
/// <summary>
/// Called once per player after they have moved onto a block
/// </summary>
/// <param name="character">Character whic hmoved</param>
/// <param name="character">Character which moved</param>
/// <param name="client">Client of the character</param>
/// <param name="currentBlock">Block moved onto</param>
public override void OnPlayerFinishedMove(Character character,ClientData client, Block currentBlock)
public override void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock)
{
string clientTexture = client.Color + "Grass";
playerTexture = Resources.Load<Texture>(clientTexture);
//Resources.Load<Texture2D>(clientTexture);
//Code for changing block color;
//Block.isBlockAtPosition(transform.position + Vector3.down / 2, 0.5f, ~Ignore, out CurrentBlock);
Renderer abc = currentBlock.GetComponent<Renderer>();
if(abc.material.GetTexture("_Albedo") != playerTexture){
abc.material.SetTexture("_Albedo", playerTexture);
}
//Code for changing block color and updating player scores;
//Code for updating player scores;
colorCube.GetComponent<Image>().color = client.Color;
counter = 1;
foreach(GameObject a in objs){
abc = a.GetComponent<Renderer>();
if (abc.material.GetTexture("_Albedo") == playerTexture)
{
counter++;
}
}
counterScore.GetComponent<TextMeshProUGUI>().text = counter.ToString();
client.collected = counter;
}
}

+ 4
- 3
Assets/Scripts/MainMenuController.cs View File

@ -36,9 +36,10 @@ public class MainMenuController : MonoBehaviour
public void OnPlayClick ()
{
//toggle which menu displays
MainMenu.SetActive (false);
GameOptionsMenu.SetActive (true);
GameOpt_S1.SetActive (true);
//MainMenu.SetActive (false);
//GameOptionsMenu.SetActive (true);
//GameOpt_S1.SetActive (true);
UnityEngine.SceneManagement.SceneManager.LoadScene ("LoginScreen");
}
public void OnSettingsClick ()

+ 39
- 0
Assets/Scripts/UI/ColourSquareCollection.cs View File

@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
public class ColourSquareCollection : MonoBehaviour
{
public Texture colouredTexture;
public GameObject counterScore;
public GameObject colourCube;
public Color currentPlayerColour;
GameObject[] objs;
Renderer abc;
int counter = 0;
void Start(){
//have to first get colour from player, hard code purple in at the moment
colourCube.GetComponent<Image>().color = currentPlayerColour;
objs = GameObject.FindGameObjectsWithTag("Coloured");
counter = 1;
counterScore.GetComponent<TextMeshProUGUI>().text = counter.ToString();
}
// Update is called once per frame
public void colourupdatefromMove()
{
counter = 1;
foreach(GameObject a in objs){
abc = a.GetComponent<Renderer>();
if (abc.material.GetTexture("_Albedo") == colouredTexture)
{
counter++;
}
}
counterScore.GetComponent<TextMeshProUGUI>().text = counter.ToString();
}
}

+ 11
- 0
Assets/Scripts/UI/ColourSquareCollection.cs.meta View File

@ -0,0 +1,11 @@
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icon: {instanceID: 0}
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+ 11
- 6
Assets/Scripts/UI/ScoreBoard.cs View File

@ -5,12 +5,13 @@ using UnityEngine.Networking;
using Networking.Server;
using Networking;
using TMPro;
using UnityEngine.SceneManagement;
public class ScoreBoard : MonoBehaviour
{
public ClientList clientDataList;
public List<ClientData> ConnectedClients;
public bool endOfGame = false;
public GameObject FirstPlaceName;
public GameObject FirstPlaceScore;
public GameObject SecondPlaceName;
@ -20,11 +21,14 @@ public class ScoreBoard : MonoBehaviour
public GameObject FourthPlaceName;
public GameObject FourthPlaceScore;
void Update()
public string nextScene;
public GameObject MainScoreboard;
IEnumerator displayforSeconds(GameObject display, float time)
{
if (Input.GetKeyDown("m")){
endGame();
}
display.SetActive (true);
yield return new WaitForSeconds(time);
SceneManager.LoadScene(nextScene);
}
public void endGame()
@ -40,6 +44,7 @@ public class ScoreBoard : MonoBehaviour
ThirdPlaceScore.GetComponent<TextMeshProUGUI>().text = ConnectedClients[2].Score.ToString();
FourthPlaceName.GetComponent<TextMeshProUGUI>().text = ConnectedClients[3].Name;
FourthPlaceScore.GetComponent<TextMeshProUGUI>().text = ConnectedClients[3].Score.ToString();
StartCoroutine(displayforSeconds(MainScoreboard, 10.0f));
}
//after 10 seconds load next scene/game
}

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