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Client login cant continue without name, colour and animal selected/entered

Game info display for five seconds before multiplayer game
Created new combination blocks
Josh_Dev_branch
Claire Peta 5 years ago
parent
commit
6177a2d071
25 changed files with 356 additions and 798 deletions
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Assets/Scenes/MainMenu Server.unity View File

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Assets/Scenes/Server Scenes/Lobby.unity View File

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Assets/Scripts/MainMenuControllerClient.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
public class MainMenuControllerClient : MonoBehaviour
{
public GameObject SettingsMenu;
public GameObject MainMenu;
public GameObject HowToPlayMenu;
public Button SoundButton;
public Button MusicButton;
public Button DifficultyButton;
bool soundVolume = true;
bool musicVolume = true;
int difficulty = 1;
//On Awake
private void Awake ()
{
MainMenu.SetActive (true);
SettingsMenu.SetActive (false);
HowToPlayMenu.SetActive (false);
}
//Main Menu Options
public void OnPlayClick ()
{
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.SetActive (true);
}
public void OnTutorialContinueClick ()
{
UnityEngine.SceneManagement.SceneManager.LoadScene ("TuteLevelOne");
}
//Settings Menu
public void OnBackClick ()
{
//Settings menu
SettingsMenu.SetActive (false);
MainMenu.SetActive (true);
}
//Settings menu
public void OnSoundVolumeClick ()
{
if (soundVolume == true) {
SoundButton.GetComponentInChildren<Text> ().text = "Sound Volume: OFF";
soundVolume = false;
} else {
SoundButton.GetComponentInChildren<Text> ().text = "Sound Volume: ON";
soundVolume = true;
}
}
public void OnMusicVolumeClick ()
{
if (musicVolume == true) {
//backgroundMusic.Stop();
MusicButton.GetComponentInChildren<Text> ().text = "Music Volume: OFF";
musicVolume = false;
} else {
//backgroundMusic.Play();
MusicButton.GetComponentInChildren<Text> ().text = "Music Volume: ON";
musicVolume = true;
}
}
}

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Assets/Scripts/MainMenuControllerServer.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
public class MainMenuControllerServer : MonoBehaviour
{
// public GameObject SettingsMenu;
public GameObject MainMenu;
//public Button SoundButton;
//public Button MusicButton;
//public Button DifficultyButton;
bool soundVolume = true;
bool musicVolume = true;
int difficulty = 1;
//On Awake
private void Awake()
{
MainMenu.SetActive(true);
//SettingsMenu.SetActive(false);
}
//Main Menu Options
public void OnPlayClick()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("Lobby");
}
public void OnQuitClick()
{
Application.Quit();
}
public void OnSettingsClick()
{
//toggle which menu displays
MainMenu.SetActive(false);
//SettingsMenu.SetActive(true);
}
//Settings menu
public void OnMusicVolumeClick()
{
if (musicVolume == true)
{
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musicVolume = false;
}
else
{
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musicVolume = true;
}
}
public void OnDifficultyClick()
{
if (difficulty == 1)
{
//DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: MEDIUM";
difficulty = 2;
}
else if (difficulty == 2)
{
//DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: HARD";
difficulty = 3;
}
else
{
//DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: EASY";
difficulty = 1;
}
}
}

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Assets/Scripts/Managers/GameManager.cs View File

@ -41,6 +41,8 @@ public class GameManager : MonoBehaviour
private IEnumerable<PlayerData> playerArray { get { return playerData.Values; } } private IEnumerable<PlayerData> playerArray { get { return playerData.Values; } }
#endregion Read Only #endregion Read Only
public GameObject levelInfo;
public void Awake() public void Awake()
{ {
gamemode = CurrentGameMode.Value; gamemode = CurrentGameMode.Value;
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private void Start() private void Start()
{ {
StartCoroutine(displayforSeconds(levelInfo, 5.0f));
gamemode.GameStart(playerArray.ToArray()); gamemode.GameStart(playerArray.ToArray());
StartRound(); StartRound();
} }
@ -60,6 +63,13 @@ public class GameManager : MonoBehaviour
server.ServerUpdate(); server.ServerUpdate();
} }
IEnumerator displayforSeconds(GameObject display, float time)
{
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yield return new WaitForSeconds(time);
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}
private void RecieveLogicList(NetworkMessage msg) private void RecieveLogicList(NetworkMessage msg)
{ {
LogicProtocols.LogicMsg logicMsg; LogicProtocols.LogicMsg logicMsg;
@ -88,12 +98,10 @@ public class GameManager : MonoBehaviour
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while (playerArray.Any(p => !p.blockReader.Finished)) while (playerArray.Any(p => !p.blockReader.Finished))
{ {
foreach (PlayerData player in playerArray) foreach (PlayerData player in playerArray)
{ {
if (!player.waiting) if (!player.waiting)
@ -116,9 +124,7 @@ public class GameManager : MonoBehaviour
{ {
playerArray.ForEach(p => p.waiting = false); playerArray.ForEach(p => p.waiting = false);
Debug.Log("Finished one move"); Debug.Log("Finished one move");
}
}
} }
if (gamemode.isGameOver(playerArray.ToArray())) if (gamemode.isGameOver(playerArray.ToArray()))
@ -140,14 +146,11 @@ public class GameManager : MonoBehaviour
StartRound(); StartRound();
} }
private void SpawnCharacters() private void SpawnCharacters()
{ {
playerData = new Dictionary<int, PlayerData>(); playerData = new Dictionary<int, PlayerData>();
Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray(); Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
int spawnIndex = 0; int spawnIndex = 0;
foreach (ClientData client in ClientList) foreach (ClientData client in ClientList)
{ {

+ 12
- 3
Assets/Scripts/UI/Client/LoginUIManager.cs View File

@ -41,6 +41,9 @@ public class LoginUIManager : MonoBehaviour
private string playerAnimal; private string playerAnimal;
private Color playerColor; private Color playerColor;
bool animalSelected = false;
bool colorSelected = false;
#region Unity Functions #region Unity Functions
private void OnEnable() private void OnEnable()
@ -121,8 +124,10 @@ public class LoginUIManager : MonoBehaviour
public void OnClick_Done() public void OnClick_Done()
{ {
clientManager.SendPlayerDetails(playerName, playerColor, playerAnimal);
PlayerPrefs.SetString("LastUsedName", playerName);
if(colorSelected == true && animalSelected == true && playerName != ""){
clientManager.SendPlayerDetails(playerName, playerColor, playerAnimal);
PlayerPrefs.SetString("LastUsedName", playerName);
}
} }
public void OnClick_Color(Color playerColor) public void OnClick_Color(Color playerColor)
@ -133,14 +138,18 @@ public class LoginUIManager : MonoBehaviour
public void OnClick_Colour(string hex) public void OnClick_Colour(string hex)
{ {
Color newColor = new Color(); Color newColor = new Color();
if (ColorUtility.TryParseHtmlString(hex, out newColor))
if (ColorUtility.TryParseHtmlString(hex, out newColor)){
this.playerColor = newColor; this.playerColor = newColor;
colorSelected = true;
}
clientManager.SendPlayerCDetails(playerColor); clientManager.SendPlayerCDetails(playerColor);
} }
public void OnClick_Animal(string playerAnimal) public void OnClick_Animal(string playerAnimal)
{ {
this.playerAnimal = playerAnimal; this.playerAnimal = playerAnimal;
animalSelected = true;
clientManager.SendPlayerADetails(playerAnimal); clientManager.SendPlayerADetails(playerAnimal);
} }

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