From 650630995024c7e59e26aa96e64711fc0355a228 Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Wed, 25 Sep 2019 20:48:20 +1000 Subject: [PATCH] Fixed character play order, checked max players (it was already 8?!?), fixed timing on the boulder and crystals - less inbetween wait time = less time between rounds --- .../Traps/Conveyor Belt with Cube.prefab | 259 +++++++++--------- Assets/Prefabs/Traps/CrushingBoulder.prefab | 18 +- Assets/Prefabs/Traps/CubeWithCrystals.prefab | 68 +++-- .../Traps/ShootingCannon + Block.prefab | 207 ++++++++++++-- .../Traps/Turntable L with Cube.prefab | 219 ++++++++------- .../Traps/Turntable R with Cube.prefab | 219 ++++++++------- Assets/Scripts/Character.cs | 4 +- .../ColorGameMode/RacetrackGameMode.cs | 14 +- Assets/Scripts/LevelBlocks/Block.cs | 3 + Assets/Scripts/Logic/Blocks/Rotate.cs | 2 +- Assets/Scripts/Managers/GameManager.cs | 21 +- Assets/Scripts/Traps/ConveyorBelt.cs | 3 - Assets/Scripts/Traps/CrushingBoulder.cs | 2 +- Assets/Scripts/Traps/CubeWithCrystals.cs | 2 +- Assets/Scripts/UI/Client/LoginUIManager.cs | 2 +- Assets/Scripts/blockSpawn.cs | 2 +- ProjectSettings/EditorBuildSettings.asset | 2 +- ProjectSettings/GraphicsSettings.asset | 4 +- ProjectSettings/ProjectSettings.asset | 4 +- 19 files changed, 648 insertions(+), 407 deletions(-) diff --git a/Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab b/Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab index 4c01f65..73872e1 100644 --- a/Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab +++ b/Assets/Prefabs/Traps/Conveyor Belt with Cube.prefab @@ -1,6 +1,6 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: ---- !u!1 &2430657395993931422 +--- !u!1 &1141755146290067 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -8,38 +8,99 @@ GameObject: m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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Vector3 death = new Vector3(-50, 0, 0); @@ -142,7 +144,7 @@ public class Character : MonoBehaviour StartAnimation(animation, time); - Debug.Log("Rotating by: " + angles); + //Debug.Log("Rotating by: " + angles); yield return StartCoroutine(Rotate(direction,angles, time * 0.8f, yFunction)); StopAnimation(animation); diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index 26bf4ef..2bdda89 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -20,7 +20,7 @@ public class RacetrackGameMode : GameMode public int RoundCount { get; private set; } private Dictionary> BlocksOwned; - + int currentBoulderCount; /// /// Called once before any players have spawned @@ -193,6 +193,8 @@ public class RacetrackGameMode : GameMode //If a character has fallen in the water or into a pit, we mark that fact, and they lose the rest of their turn character.inWater = currentBlock.isWater; character.inPit = currentBlock.isPit; + character.onCrystal = currentBlock.isCrystals; + character.underRock = currentBlock.isRock; if (didMove && (character.inWater || character.inPit)) { @@ -203,11 +205,17 @@ public class RacetrackGameMode : GameMode protected override void OnPlayerKilled(Character character, ClientData client) { - if (character.inPit) + if (character.inPit || character.onCrystal) + { + character.lives -= 1; + character.ClientLink.Lives = character.lives; + } + if(character.underRock && currentBoulderCount < 1) { character.lives -= 1; character.ClientLink.Lives = character.lives; } + } private IEnumerator AnimateBlock(Material mat, float time) @@ -239,7 +247,7 @@ public class RacetrackGameMode : GameMode public override PlayerData[] getPlayerOrder(PlayerData[] AllPlayers) { - AllPlayers.OrderByDescending(unit => unit.character.transform.position.x); + AllPlayers = AllPlayers.ToArray().OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray(); return AllPlayers; } } diff --git a/Assets/Scripts/LevelBlocks/Block.cs b/Assets/Scripts/LevelBlocks/Block.cs index 2b51cfa..77469fc 100644 --- a/Assets/Scripts/LevelBlocks/Block.cs +++ b/Assets/Scripts/LevelBlocks/Block.cs @@ -24,6 +24,9 @@ public class Block : MonoBehaviour [Tooltip("Is this block at the bottom of a pit?")] public bool isPit = false; + public bool isCrystals = false; + public bool isRock = false; + [Header("Spawn Settings")] [Tooltip("Can this block be spawned on")] public bool isSpawnable = false; diff --git a/Assets/Scripts/Logic/Blocks/Rotate.cs b/Assets/Scripts/Logic/Blocks/Rotate.cs index 52b2541..edf3d0f 100644 --- a/Assets/Scripts/Logic/Blocks/Rotate.cs +++ b/Assets/Scripts/Logic/Blocks/Rotate.cs @@ -31,7 +31,7 @@ public class Rotate : LogicBlock { //player.Rotate(direction, animationTime); - Debug.Log("Rotating by: " + Angle); + //Debug.Log("Rotating by: " + Angle); yield return player.StartCoroutine(player.RotateInDirection(direction,Angle, Character.Animation.Jump, animationTime)); } diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 54367be..fd23f60 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -34,7 +34,7 @@ public class GameManager : MonoBehaviour #endregion Inspector Field #region Private Variables - private Dictionary playerData; + public Dictionary playerData; private ActiveBlock[] EnvironmentBlocks; #endregion Private Variables @@ -104,7 +104,7 @@ public class GameManager : MonoBehaviour //I hate having to do this EnvironmentBlocks = FindObjectsOfType(); - //Debug.Log("Active blocks found: " + EnvironmentBlocks.Length); + ////Debug.Log("Active blocks found: " + EnvironmentBlocks.Length); //Routine for players movement yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine; @@ -126,16 +126,13 @@ public class GameManager : MonoBehaviour gameMode.RoundStart(playerDataAsArray); //playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x); - playerDataAsArray.OrderBy(unit => unit.character.transform.position.x).ToArray(); + //playerDataAsArray = playerDataAsArray.OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray(); + playerData = playerData.OrderBy(unit => unit.Value.character.CurrentBlock.transform.position.x).ToDictionary(unit => unit.Key, unit => unit.Value); //Loop until all players have finished moving while (playerDataAsArray.Any(p => !p.blockReader.Finished)) { - - - - //Loop through all players foreach (PlayerData player in playerDataAsArray) { @@ -174,7 +171,7 @@ public class GameManager : MonoBehaviour { if (player.client.Lives == 0) { - Debug.Log("Remove: " + player.client.characterAnimal); + //Debug.Log("Remove: " + player.client.characterAnimal); removePlayer(player); } } @@ -259,7 +256,7 @@ public class GameManager : MonoBehaviour int blockIndex = 0; foreach (Block block in SpawnBlocks) { - //Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")"); + ////Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")"); } //int spawnIndex = 0; @@ -271,7 +268,7 @@ public class GameManager : MonoBehaviour foreach (ClientData client in ClientList) { - //Debug.Log("spawnIndex = " + spawnIndex); + ////Debug.Log("spawnIndex = " + spawnIndex); Character newChar = Instantiate(characterPrefab); //Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)]; Block startingBlock = SpawnBlocks[spawnIndex++]; @@ -344,8 +341,8 @@ public class GameManager : MonoBehaviour if (!msg.TryRead(out logicMsg)) return; - //Debug that we have recieved it - Debug.Log("Recieved function from " + ClientList[msg.conn.connectionId].Name); + ////Debug that we have recieved it + ////Debug.Log("Recieved function from " + ClientList[msg.conn.connectionId].Name); //Update player Data with recieved list playerData[msg.conn.connectionId].blockReader.LogicChain = new List(logicMsg.elements); diff --git a/Assets/Scripts/Traps/ConveyorBelt.cs b/Assets/Scripts/Traps/ConveyorBelt.cs index 8257d1a..42812ea 100644 --- a/Assets/Scripts/Traps/ConveyorBelt.cs +++ b/Assets/Scripts/Traps/ConveyorBelt.cs @@ -20,11 +20,8 @@ public class ConveyorBelt : ActiveBlock { if (CurrentPlayer != null) { - //Debug.Log("currentPlayer: " + CurrentPlayer); yield return StartCoroutine(Action.Run(CurrentPlayer, 1,true)); - } - isFinished = true; } } diff --git a/Assets/Scripts/Traps/CrushingBoulder.cs b/Assets/Scripts/Traps/CrushingBoulder.cs index 727ec98..4e03ded 100644 --- a/Assets/Scripts/Traps/CrushingBoulder.cs +++ b/Assets/Scripts/Traps/CrushingBoulder.cs @@ -27,7 +27,7 @@ public class CrushingBoulder : ActiveBlock if (countdown == 0) { StartCoroutine(FallRaiseCoroutine(-2.0f)); - yield return new WaitForSeconds(5); + yield return new WaitForSeconds(0.5f); StartCoroutine(FallRaiseCoroutine(2.0f)); countdown = countdowntimer; } diff --git a/Assets/Scripts/Traps/CubeWithCrystals.cs b/Assets/Scripts/Traps/CubeWithCrystals.cs index ac30c38..28ba596 100644 --- a/Assets/Scripts/Traps/CubeWithCrystals.cs +++ b/Assets/Scripts/Traps/CubeWithCrystals.cs @@ -14,7 +14,7 @@ public class CubeWithCrystals : ActiveBlock public override IEnumerator OnRoundEnd(PlayerData[] allPlayers) { StartCoroutine(GrowCoroutine()); - yield return new WaitForSeconds(5); + yield return new WaitForSeconds(0.5f); StartCoroutine(ShrinkCoroutine()); isFinished = true; //yield break; diff --git a/Assets/Scripts/UI/Client/LoginUIManager.cs b/Assets/Scripts/UI/Client/LoginUIManager.cs index c544f3b..89669e1 100644 --- a/Assets/Scripts/UI/Client/LoginUIManager.cs +++ b/Assets/Scripts/UI/Client/LoginUIManager.cs @@ -155,7 +155,7 @@ public class LoginUIManager : MonoBehaviour public void OnClick_Done() { - if(conn <= maxPlayers) + if(conn < maxPlayers) { if (colorSelected == true && animalSelected == true && playerName != "") { diff --git a/Assets/Scripts/blockSpawn.cs b/Assets/Scripts/blockSpawn.cs index abb5140..8b71330 100644 --- a/Assets/Scripts/blockSpawn.cs +++ b/Assets/Scripts/blockSpawn.cs @@ -109,7 +109,7 @@ public class blockSpawn : MonoBehaviour block.GetComponent().Collectable.element = spawnLogicList[number].element; block.GetComponent().Collectable.Count = spawnLogicList[number].Count; block.transform.position = spawnposition; 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