Browse Source

Merge remote-tracking branch 'origin/master' into Josh_Dev_branch

# Conflicts:
#	Assets/Data/Logic Blocks/Diagonal Left.asset
#	Assets/Data/Logic Blocks/Diagonal Right.asset
Josh_Dev_branch
Joshua Reason 5 years ago
parent
commit
77f91e6197
160 changed files with 15195 additions and 3255 deletions
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@ -99,7 +176,9 @@ GameObject:
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rgba: 4294967295
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m_colorMode: 3
m_fontColorGradient:
@ -182,10 +306,10 @@ MonoBehaviour:
m_outlineColor:
serializedVersion: 2
rgba: 4278190080
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m_fontSizeBase: 36
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m_fontSizeBase: 17
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Assets/Scenes/Menus/MainMenu Server.unity View File

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Assets/Scripts/Character.cs View File

@ -17,7 +17,7 @@ public class Character : MonoBehaviour
public bool inPit = false; //Did I fall into a pit?
public bool stuck = false; //Am I still stuck?
public bool justMoved = false; //Was the logic block I just executed a move command?
Vector3 death = new Vector3(-50, 0, 0);
#region Inspector Fields
[SerializeField]
@ -71,7 +71,15 @@ public class Character : MonoBehaviour
characterAnimator = GetComponentInChildren<Animator>();
}
private void Update()
{
if(lives < 1)
{
this.transform.position = death;
//this.enabled = false;
//gameObject.SetActive(false);
}
}
#endregion Unity Functions

+ 4
- 4
Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs View File

@ -170,15 +170,15 @@ public class ColorGameMode : GameMode
{
character.stuck = true;
}
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
}
protected override void OnPlayerKilled(Character character, ClientData client)
{
if (character.inPit)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
}
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
}
private IEnumerator AnimateBlock(Material mat, float time)

+ 27
- 16
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -26,8 +26,7 @@ public class RacetrackGameMode : GameMode
/// </summary>
protected override void OnPreGameStart()
{
//mapManager.init(ConnectedClients.Count);
mapManager.init(5);
mapManager.init();
}
/// <summary>
@ -35,17 +34,7 @@ public class RacetrackGameMode : GameMode
/// </summary>
protected override void OnRoundEnd(PlayerData[] allPlayers)
{
//Move the camera forward at a steady rate each round
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
{
//Debug.Log("Not scrolling");
}
cameraCheck();
//At the end of each round, any stuck players are freed to resume moving next round
foreach (PlayerData player in allPlayers)
@ -61,6 +50,27 @@ public class RacetrackGameMode : GameMode
RoundCount++;
}
void cameraCheck()
{
//Move the camera forward at a steady rate each round
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);
//Plan: get average position of surviving players, centre camera view on it
//Also, will need to check every time someone moves: are they still on camera?
//If ahead of camera, advance it until they're visible
//If behind camera, they lose a life & respawn
}
else
{
//Debug.Log("Not scrolling");
}
}
/// <summary>
/// Checks if the Game is finished
@ -187,15 +197,16 @@ public class RacetrackGameMode : GameMode
{
character.stuck = true;
}
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
}
protected override void OnPlayerKilled(Character character, ClientData client)
{
if (character.inPit)
{
character.lives -= 1;
character.ClientLink.Lives = character.lives;
}
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
}
private IEnumerator AnimateBlock(Material mat, float time)

+ 1
- 1
Assets/Scripts/GameMode/ColorGameMode/RoundsLeft.cs View File

@ -33,7 +33,7 @@ public class RoundsLeft : MonoBehaviour
[ContextMenu("Do Animation")]
public void StartAnimation()
{
UpdateText();
//UpdateText();
Vector3 startPosition = new Vector3(Screen.width * 2, 0, 0);

+ 8
- 0
Assets/Scripts/GameMode/GameMode.cs View File

@ -67,6 +67,9 @@ public abstract class GameMode : ScriptableObject
/// <param name="currentBlock">Block which the character finished on</param>
protected virtual void OnPlayerMoved(Character character, ClientData client, Block currentBlock) { }
protected virtual void OnPlayerKilled(Character character, ClientData client) { }
/// <summary>
/// Called once after every player has finished one move
/// </summary>
@ -155,6 +158,11 @@ public abstract class GameMode : ScriptableObject
OnPlayerMoved(player.character, player.client, player.character.CurrentBlock);
}
public void PlayerKilled(PlayerData player)
{
OnPlayerKilled(player.character, player.client);
}
public void AllPlayersMoved(PlayerData[] allPlayers)
{
OnAllPlayersMoved(allPlayers);

+ 2
- 0
Assets/Scripts/Logic/Blocks/LogicBlock.cs View File

@ -15,6 +15,8 @@ public abstract class LogicBlock : ScriptableObject
[Tooltip("Color which will identify this element")]
public Color Color;
public Sprite icon;
[SerializeField]
[Tooltip("Name which will appear in the UI")]
protected string _DisplayName;

+ 8
- 1
Assets/Scripts/Managers/GameManager.cs View File

@ -128,12 +128,19 @@ public class GameManager : MonoBehaviour
//Let Gamemode know all players have moved
gameMode.AllPlayersMoved(playerDataAsArray.ToArray());
playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score
//if Game is over break out of loop
if (gameMode.isGameOver(playerDataAsArray))
break;
}
//decrease lives here!!
foreach (PlayerData player in playerDataAsArray)
{
gameMode.PlayerKilled(player);
}
playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score
//Let GameMode know that Round is Over
gameMode.RoundEnd(playerDataAsArray.ToArray());

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