From fbbdc46b5caeb4c7e09c22b06287c533bcfb6e9c Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Wed, 11 Sep 2019 15:23:34 +1000 Subject: [PATCH 1/7] Two people cant choose the same animal, even if one is selected before another peson connects. Life is now lost/deducted once at the end of the round instead of one per move (causing multiple lifes lost if in the pit) when lives reach zero players die --- Assets/Scripts/Character.cs | 9 ++++++++- .../Scripts/GameMode/ColorGameMode/ColorGameMode.cs | 8 ++++---- .../GameMode/ColorGameMode/RacetrackGameMode.cs | 7 ++++--- Assets/Scripts/GameMode/GameMode.cs | 8 ++++++++ Assets/Scripts/Managers/GameManager.cs | 6 ++++++ .../Scripts/Networking/Client/ClientLoginManager.cs | 1 + Assets/Scripts/UI/Client/LoginUIManager.cs | 13 +++++++++++-- 7 files changed, 42 insertions(+), 10 deletions(-) diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs index 7d99184..a4c75a7 100644 --- a/Assets/Scripts/Character.cs +++ b/Assets/Scripts/Character.cs @@ -69,7 +69,14 @@ public class Character : MonoBehaviour characterAnimator = GetComponentInChildren(); } - + private void Update() + { + if(lives < 1) + { + this.enabled = false; + gameObject.SetActive(false); + } + } #endregion Unity Functions diff --git a/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs index 7a07b56..2a2708c 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/ColorGameMode.cs @@ -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) diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index 21a2bf0..e4ef42a 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -187,15 +187,16 @@ 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) diff --git a/Assets/Scripts/GameMode/GameMode.cs b/Assets/Scripts/GameMode/GameMode.cs index a8e3902..b813f02 100644 --- a/Assets/Scripts/GameMode/GameMode.cs +++ b/Assets/Scripts/GameMode/GameMode.cs @@ -67,6 +67,9 @@ public abstract class GameMode : ScriptableObject /// Block which the character finished on protected virtual void OnPlayerMoved(Character character, ClientData client, Block currentBlock) { } + + protected virtual void OnPlayerKilled(Character character, ClientData client) { } + /// /// Called once after every player has finished one move /// @@ -150,6 +153,11 @@ 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); diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 63d5008..0e498ef 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -126,6 +126,12 @@ public class GameManager : MonoBehaviour //Let Gamemode know all players have moved gameMode.AllPlayersMoved(playerDataAsArray.ToArray()); + //decrease lives here!! + foreach(PlayerData player in playerDataAsArray) + { + gameMode.PlayerKilled(player); + } + playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score //if Game is over break out of loop diff --git a/Assets/Scripts/Networking/Client/ClientLoginManager.cs b/Assets/Scripts/Networking/Client/ClientLoginManager.cs index 144e4e4..2cc1817 100644 --- a/Assets/Scripts/Networking/Client/ClientLoginManager.cs +++ b/Assets/Scripts/Networking/Client/ClientLoginManager.cs @@ -47,6 +47,7 @@ namespace Networking.Client [Tooltip("Send prefilled Player settings after connecting")] private bool IdentifyOnConnect = false; + ConnectedClients clients; #endregion Inspector Fields #region Events diff --git a/Assets/Scripts/UI/Client/LoginUIManager.cs b/Assets/Scripts/UI/Client/LoginUIManager.cs index 79e76d0..98d7460 100644 --- a/Assets/Scripts/UI/Client/LoginUIManager.cs +++ b/Assets/Scripts/UI/Client/LoginUIManager.cs @@ -8,7 +8,7 @@ public class LoginUIManager : MonoBehaviour { public int conn; public int maxPlayers = 2; - ConnectedClients clients; + public ConnectedClients clients; [Header("References")] [SerializeField] private ClientLoginManager clientManager; @@ -54,6 +54,15 @@ public class LoginUIManager : MonoBehaviour private void Update() { conn = GetComponent().count; + clients = GetComponent().Clients; + foreach (ClientData cli in clients.AllClients) + { + if (playerAnimal == cli.characterAnimal) + { + playerAnimal = null; + animalSelected = false; + } + } } private void OnEnable() { @@ -78,7 +87,6 @@ public class LoginUIManager : MonoBehaviour OnLoginFail(); } - #endregion Unity Functions @@ -151,6 +159,7 @@ public class LoginUIManager : MonoBehaviour { if (colorSelected == true && animalSelected == true && playerName != "") { + clientManager.SendPlayerDetails(playerName, playerColor, playerAnimal); PlayerPrefs.SetString("LastUsedName", playerName); } From 09108d3a1fcc17d226caad78b72e072c839bc2c7 Mon Sep 17 00:00:00 2001 From: Claire Peta Date: Thu, 12 Sep 2019 12:59:38 +1000 Subject: [PATCH 2/7] Had the remove lives in the } instead of outside :S tested and confirmed changed the start prefab so i dont have to play like 20 rounds of the game until i can die, will change back after more testing --- .../Map Sections/Start 4-player.prefab | 2354 +++++++++-------- Assets/Scenes/Client Scenes/ClientScene.unity | 4 +- Assets/Scripts/Character.cs | 4 +- Assets/Scripts/Managers/GameManager.cs | 15 +- .../Scripts/Networking/Server/ClientList.cs | 14 +- 5 files changed, 1231 insertions(+), 1160 deletions(-) diff --git a/Assets/Prefabs/Map Sections/Start 4-player.prefab b/Assets/Prefabs/Map Sections/Start 4-player.prefab index aefac93..d51d18e 100644 --- a/Assets/Prefabs/Map Sections/Start 4-player.prefab +++ b/Assets/Prefabs/Map Sections/Start 4-player.prefab @@ -150,6 +150,7 @@ Transform: - 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this.enabled = false; - gameObject.SetActive(false); + //this.enabled = false; + //gameObject.SetActive(false); } } diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 0e498ef..01c633d 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -126,18 +126,19 @@ public class GameManager : MonoBehaviour //Let Gamemode know all players have moved gameMode.AllPlayersMoved(playerDataAsArray.ToArray()); - //decrease lives here!! - foreach(PlayerData player in playerDataAsArray) - { - gameMode.PlayerKilled(player); - } - - 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()); diff --git a/Assets/Scripts/Networking/Server/ClientList.cs b/Assets/Scripts/Networking/Server/ClientList.cs index 3b7a06c..5c3d90b 100644 --- a/Assets/Scripts/Networking/Server/ClientList.cs +++ b/Assets/Scripts/Networking/Server/ClientList.cs @@ -6,7 +6,6 @@ using UnityEngine.Networking; namespace Networking.Server { - [CreateAssetMenu(menuName = "Major Project/Networking/ClientList", order = 150)] public class ClientList : ScriptableObject, IEnumerable { @@ -69,7 +68,6 @@ namespace Networking.Server { this.server = serverObject.server; Reset(); - server.RegisterHandler(MsgType.Connect, OnClientConnect); server.RegisterHandler(MsgType.Disconnect, OnClientDisconnect); server.RegisterHandler(LoginProtocols.SendingLoginDetails, OnClientLogin); @@ -93,7 +91,6 @@ namespace Networking.Server public void OnClientDisconnect(NetworkMessage msg) { - PotentialClients.RemoveAll(p => p == msg.conn); if (!ConnectedClients.Any(p => p.ID == msg.conn.connectionId)) @@ -105,7 +102,6 @@ namespace Networking.Server ClientData client = ConnectedClients.FirstOrDefault(p => p.ID == msg.conn.connectionId); ConnectedClients.Remove(client); DisconnectedClients.Add(client); - ConnectedClients.ForEach(p => p.conn.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal))); PotentialClients.ForEach(p => p.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal))); @@ -140,7 +136,6 @@ namespace Networking.Server Debug.Log("new Connection: " + loginMsg.Name); newClient = new ClientData(); newClient.Inventory = Inventory.Clone(StartInventory); - } newClient.Color = loginMsg.Color; @@ -159,14 +154,9 @@ namespace Networking.Server newClient.SendInventory(); newClient.SendLives(); newClient.ChangeScene("WaitScene"); - - - - } - - + #region IEnumerable Implementation public IEnumerator GetEnumerator() { @@ -212,7 +202,7 @@ namespace Networking.Server /// /// Clients Current Lives /// - public int Lives; + public int Lives = 3; /// /// Clients character animal - needed for instantiation From 3298be65699984c6d479ab5c7a3fadd2b35c0cdd Mon Sep 17 00:00:00 2001 From: Claire Peta Date: Thu, 12 Sep 2019 14:04:37 +1000 Subject: [PATCH 3/7] Fix the spawning getting the right pen at the start of the game --- Assets/Data/Map Generation/Map Manager.asset | 4 ++-- .../GameMode Scenes/RacetrackGameMode.unity | 4 ++-- .../GameMode/ColorGameMode/RacetrackGameMode.cs | 3 +-- .../Scripts/GameMode/ColorGameMode/RoundsLeft.cs | 2 +- Assets/Scripts/Map Generation/MapManager.cs | 15 ++++++--------- Assets/Scripts/Map Generation/MapManager.cs.meta | 5 ++++- 6 files changed, 16 insertions(+), 17 deletions(-) diff --git a/Assets/Data/Map Generation/Map Manager.asset b/Assets/Data/Map Generation/Map Manager.asset index 85f047c..2c91a12 100644 --- a/Assets/Data/Map Generation/Map Manager.asset +++ b/Assets/Data/Map Generation/Map Manager.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b6b048d7cd1d636b7d5c6eb9ab640eeec39d921f03df1ea868af25f2c72ae5f9 -size 901 +oid sha256:622bffe7b746c4cdf6ed74274b6b09dc3ec7066d4fc03abb09ab0d1e544ce394 +size 1089 diff --git a/Assets/Scenes/GameMode Scenes/RacetrackGameMode.unity b/Assets/Scenes/GameMode Scenes/RacetrackGameMode.unity index 276b665..0cf88c1 100644 --- a/Assets/Scenes/GameMode Scenes/RacetrackGameMode.unity +++ b/Assets/Scenes/GameMode Scenes/RacetrackGameMode.unity @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:39df638172c07d5d3aaf8f76028a3f49445d7a18bb3e18d8956797a2587d6e63 -size 25929 +oid sha256:6f72ca2d694b49cd62ecf0fc314aa95d9e4f6a5aac8dcff71b4d2544334a7396 +size 7092 diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index e4ef42a..18ef1d7 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -26,8 +26,7 @@ public class RacetrackGameMode : GameMode /// protected override void OnPreGameStart() { - //mapManager.init(ConnectedClients.Count); - mapManager.init(5); + mapManager.init(); } /// diff --git a/Assets/Scripts/GameMode/ColorGameMode/RoundsLeft.cs b/Assets/Scripts/GameMode/ColorGameMode/RoundsLeft.cs index 72e0d0e..aeead3e 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RoundsLeft.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RoundsLeft.cs @@ -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); diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index 7c8c455..d9a626a 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -1,4 +1,6 @@ -using System.Collections; +using Networking.Client; +using Networking.Server; +using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -6,6 +8,7 @@ using UnityEngine; [CreateAssetMenu(menuName = "Major Project/Map Manager")] public class MapManager : ScriptableObject { + public ClientList clients; 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 @@ -20,15 +23,9 @@ public class MapManager : ScriptableObject 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) + public void init() { + int players = clients.ConnectedClients.Count; activeSections = new List(); if (players < 5) diff --git a/Assets/Scripts/Map Generation/MapManager.cs.meta b/Assets/Scripts/Map Generation/MapManager.cs.meta index b0c2eb8..6b3fc71 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs.meta +++ b/Assets/Scripts/Map Generation/MapManager.cs.meta @@ -3,7 +3,10 @@ guid: 410315ba4dbcba04a90c22b64b070d6a MonoImporter: externalObjects: {} serializedVersion: 2 - defaultReferences: [] + defaultReferences: + - clients: {fileID: 11400000, guid: 78d89605739516c4f9c66fb270137102, type: 2} + - spawn4: {instanceID: 0} + - spawn8: {instanceID: 0} executionOrder: 0 icon: {instanceID: 0} userData: From 61a73dc34c5961ff05830869e89c2718c612db6d Mon Sep 17 00:00:00 2001 From: Claire Peta Date: Thu, 12 Sep 2019 14:18:16 +1000 Subject: [PATCH 4/7] Set max players to 8 instead of 2(used for testing) --- Assets/Scripts/UI/Client/LoginUIManager.cs | 2 +- Assets/backgroundscreenshot.PNG | 3 - Assets/backgroundscreenshot.PNG.meta | 154 --------------------- Assets/backgroundscreenshot1.PNG | 3 - Assets/backgroundscreenshot1.PNG.meta | 143 ------------------- Assets/backgroundscreenshot2.PNG | 3 - Assets/backgroundscreenshot2.PNG.meta | 143 ------------------- 7 files changed, 1 insertion(+), 450 deletions(-) delete mode 100644 Assets/backgroundscreenshot.PNG delete mode 100644 Assets/backgroundscreenshot.PNG.meta delete mode 100644 Assets/backgroundscreenshot1.PNG delete mode 100644 Assets/backgroundscreenshot1.PNG.meta delete mode 100644 Assets/backgroundscreenshot2.PNG delete mode 100644 Assets/backgroundscreenshot2.PNG.meta diff --git a/Assets/Scripts/UI/Client/LoginUIManager.cs b/Assets/Scripts/UI/Client/LoginUIManager.cs index 98d7460..c544f3b 100644 --- a/Assets/Scripts/UI/Client/LoginUIManager.cs +++ b/Assets/Scripts/UI/Client/LoginUIManager.cs @@ -7,7 +7,7 @@ using TMPro; public class LoginUIManager : MonoBehaviour { public int conn; - public int maxPlayers = 2; + public int maxPlayers = 8; public ConnectedClients clients; [Header("References")] [SerializeField] diff --git a/Assets/backgroundscreenshot.PNG b/Assets/backgroundscreenshot.PNG deleted file mode 100644 index 96afa9e..0000000 --- a/Assets/backgroundscreenshot.PNG +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:7c23a46c03428c8e6f44a94d237cae22e3f248e395f17038e3092a9ff6811418 -size 1284466 diff --git a/Assets/backgroundscreenshot.PNG.meta b/Assets/backgroundscreenshot.PNG.meta deleted file mode 100644 index b99bbf7..0000000 --- a/Assets/backgroundscreenshot.PNG.meta +++ /dev/null @@ -1,154 +0,0 @@ -fileFormatVersion: 2 -guid: f8804ba6a41d3b844834c117935fb0d9 -TextureImporter: - 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assetBundleName: - assetBundleVariant: From 0bccb8dc42f7f18a6e8d3bcb4ebfddab5d42eabc Mon Sep 17 00:00:00 2001 From: "s3607057 (Angus Niven)" Date: Thu, 12 Sep 2019 18:07:00 +1000 Subject: [PATCH 5/7] Added more conditions to map section selection, based on width & difficulty, with width reducing & difficuty increasing as the game continues. Also split camera movement in RacetrackGameMode off into its own function in preparation for expanding it, so it doesn't clutter up OnRoundEnd. --- .../Map Sections/Start 4-player.prefab | 2265 ++++++++--------- .../Map Sections/Start 8-player.prefab | 866 ++++--- Assets/Prefabs/Map Sections/Test 1.prefab | 365 +-- Assets/Prefabs/Map Sections/Test 2.prefab | 339 +-- Assets/Prefabs/Map Sections/Test 3.prefab | 159 +- .../ColorGameMode/RacetrackGameMode.cs | 33 +- Assets/Scripts/Map Generation/MapManager.cs | 115 +- Assets/Scripts/Map Generation/MapSection.cs | 29 +- 8 files changed, 1679 insertions(+), 2492 deletions(-) diff --git a/Assets/Prefabs/Map Sections/Start 4-player.prefab b/Assets/Prefabs/Map Sections/Start 4-player.prefab index d51d18e..a279a29 100644 --- a/Assets/Prefabs/Map Sections/Start 4-player.prefab +++ b/Assets/Prefabs/Map Sections/Start 4-player.prefab @@ -166,8 +166,11 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 36b3461547afb96459a4c4b059c764a7, type: 3} m_Name: m_EditorClassIdentifier: - 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m_PrefabInstance: {fileID: 8549971961488044418} - m_PrefabAsset: {fileID: 0} --- !u!4 &8550205596752905782 stripped Transform: m_CorrespondingSourceObject: {fileID: 4490970058520500, guid: d7698c69246c64044ab2a94628bf0291, diff --git a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs index 18ef1d7..917ddeb 100644 --- a/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs +++ b/Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs @@ -34,17 +34,7 @@ public class RacetrackGameMode : GameMode /// 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) @@ -60,6 +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"); + } + + } + /// /// Checks if the Game is finished diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index d9a626a..d501726 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -15,24 +15,33 @@ public class MapManager : ScriptableObject public List 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 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 + int totalSections = 0; //How many sections have been added? Including ones that have been deleted + + int initialPlayerCount; + int diffMin; //Minimum difficulty for a map section to be selected + int diffMax; //Maximum difficulty for a map section to be selected + int diffMinStart = 0; //Initial minimum difficulty for a map section to be selected + int diffMaxStart = 1; //Initial maximum difficulty for a map section to be selected + int diffMinMax = 4; //The highest diffMin can go - ensure that it doesn't go too high to have legal map sections + int widthMin; //The minimum widthIn that we want for a new map section + int widthMax; //The maximum widthIn that we want for a new map section + int minPossibleWidth = 3; //The minimum to which widthMin and widthMax can be reduced public void init() { - int players = clients.ConnectedClients.Count; + initialPlayerCount = clients.ConnectedClients.Count; activeSections = new List(); - if (players < 5) + if (initialPlayerCount < 5) { addSection(spawn4.GetComponent()); } - else if (players > 5) + else if (initialPlayerCount > 5) { addSection(spawn8.GetComponent()); } @@ -48,7 +57,23 @@ public class MapManager : ScriptableObject } } - switch (players) + widthMin = activeSections[0].widthOut - 2; + widthMax = activeSections[0].widthOut + 2; + + //Set the maximum possible diffMin value to 1 less than the highest difficulty on the section list + diffMinMax = 0; + + foreach (MapSection section in sections) + { + if (section.difficulty > diffMinMax) + { + diffMinMax = section.difficulty; + } + } + + diffMinMax--; + + switch (initialPlayerCount) { case 2: foreach (GameObject spawnBlock in lastSection.spawns2) @@ -108,6 +133,8 @@ public class MapManager : ScriptableObject //First, we determine which sections are valid List validSections = new List(); + updateCriteria(); //We update the section selection criteria for the current gamestate + foreach (MapSection section in sections) { if (checkSegments(section)) @@ -147,7 +174,7 @@ public class MapManager : ScriptableObject lastSection = newSectionScript; endX += newSectionScript.length; - + totalSections++; } bool checkSegments(MapSection second) @@ -159,6 +186,16 @@ public class MapManager : ScriptableObject { int connections = 0; + if (second.difficulty < diffMin || second.difficulty > diffMax) + { + return false; + } + + if (second.widthIn < widthMin || second.widthIn > widthMax) + { + return false; + } + //Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name); foreach (GameObject exit in first.exits) @@ -268,6 +305,68 @@ public class MapManager : ScriptableObject checkBack(); } + //Updates minimum and maximum difficulty, width, etc, based on current gamestate + public void updateCriteria() + { + //By default, we can add a section 1 tile wider or narrower on either side than the last section + widthMin = lastSection.widthOut - 2; + widthMax = lastSection.widthOut + 2; + + /* Calculate min & max difficulties & width modifications + * We recalculate from scratch each time (that is, + * each time a section is added) so as to avoid having + * to track which one-off increase has been applied + * and which hasn't + */ + + //Start with base values + diffMin = diffMinStart; + diffMax = diffMaxStart; + + //As the number of players shrinks, we ramp up the difficulty and contract the track + if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) + { + diffMin++; + diffMax++; + + widthMin -= 2; + widthMax -= 2; + } + + if (clients.ConnectedClients.Count <= (float)(0.25f * initialPlayerCount)) + { + diffMin++; + diffMax += 2; + + widthMin -= 2; + widthMax -= 2; + } + + //Ramp up the difficulty as the game goes on + + diffMin += (totalSections - 2) / 2; + diffMax += totalSections / 2; + + //Once the difficulty has ramped up, we cause the track to steadily narrow + //It can no longer widen, only remain constant or shrink + if (diffMin > 2) + { + widthMax--; + } + + //Apply caps + if (diffMin > diffMinMax) + { + diffMin = diffMinMax; + } + + if (widthMin < minPossibleWidth) + { + widthMin = minPossibleWidth; + } + + } + // Update is called once per frame void Update() { diff --git a/Assets/Scripts/Map Generation/MapSection.cs b/Assets/Scripts/Map Generation/MapSection.cs index 0dd1018..55e34ba 100644 --- a/Assets/Scripts/Map Generation/MapSection.cs +++ b/Assets/Scripts/Map Generation/MapSection.cs @@ -4,9 +4,13 @@ using UnityEngine; public class MapSection : MonoBehaviour { - public int width = 0; + //public int width = 0; + public int widthIn = 0; //Width at the entrance, including external wals + public int widthOut = 0; //Width at the exit, including external walls + public int widthMax = 0; //Greatest width at any point (including external walls) public int length = 0; int size; + public int difficulty; public string sectionName = ""; //Lists of spawn points @@ -20,17 +24,6 @@ public class MapSection : MonoBehaviour public List spawns7; public List spawns8; - //Lists of each type of block, assigned in the inspector - public List boulders; - public List belts; - public List cannons; - public List pits; - public List spikes; - public List track; - public List walls; - public List water; - public List blocks; //Complete list of all blocks, cleared & filled on creation - public List entrances; //Ways into this map segment public List exits; //Ways out of this map segment @@ -41,17 +34,7 @@ public class MapSection : MonoBehaviour public void InitSection() { - size = width * length; - blocks = new List(); - 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); + size = widthMax * length; } public void InitSection(int num) From 798a8d8d310611f61eda580cc9461b778e45f91a Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Fri, 13 Sep 2019 18:54:02 +1000 Subject: [PATCH 6/7] Client deaths moves them from screen. Lobby fix to display 8 names Icons in client scene Small Menu changes - remove tutorial scene --- Assets/Data/Inventory/Tutorial5.asset | 4 +- Assets/Data/Logic Blocks/Diagonal Left.asset | 3 - .../Logic Blocks/Diagonal Left.asset.meta | 8 - Assets/Data/Logic Blocks/Diagonal Right.asset | 3 - .../Logic Blocks/Diagonal Right.asset.meta | 8 - Assets/Data/Logic Blocks/Jump.asset | 4 +- Assets/Data/Logic Blocks/Move x2.asset | 4 +- Assets/Data/Logic Blocks/Move.asset | 4 +- Assets/Data/Logic Blocks/Rotate Left.asset | 3 - .../Data/Logic Blocks/Rotate Left.asset.meta | 8 - Assets/Data/Logic Blocks/Rotate Right.asset | 3 - .../Data/Logic Blocks/Rotate Right.asset.meta | 8 - Assets/Data/Logic Blocks/U-Turn.asset | 4 +- .../Plugins/IngameDebugConsole/Sprites.meta | 8 - Assets/Prefabs/UI/Bag Item.prefab | 2 +- Assets/Prefabs/UI/Logic Element.prefab | 148 ++++++++++++++++-- Assets/Scenes/Client Scenes/LoginScreen.unity | 4 +- .../Client Scenes/MainMenu Client.unity | 4 +- Assets/Scenes/Menus/Lobby.unity | 4 +- Assets/Scenes/Menus/MainMenu Server.unity | 4 +- Assets/Scripts/Character.cs | 3 +- Assets/Scripts/Components.meta | 8 - Assets/Scripts/Logic/Blocks/LogicBlock.cs | 2 + Assets/Scripts/UI/LogicElementUI.cs | 14 +- .../LiberationSans SDF.asset | 4 +- .../LogicBlock Icon/Diagonal Left.png | 3 - .../LogicBlock Icon/Diagonal Left.png.meta | 88 ----------- .../LogicBlock Icon/Diagonal Right.png | 3 - .../LogicBlock Icon/Diagonal Right.png.meta | 88 ----------- Assets/Textures/LogicBlock Icon/Jump.png | 3 - Assets/Textures/LogicBlock Icon/Jump.png.meta | 88 ----------- Assets/Textures/LogicBlock Icon/Move x2.png | 3 - .../Textures/LogicBlock Icon/Move x2.png.meta | 88 ----------- Assets/Textures/LogicBlock Icon/Move.png | 3 - Assets/Textures/LogicBlock Icon/Move.png.meta | 88 ----------- .../Textures/LogicBlock Icon/Rotate Left.png | 3 - .../LogicBlock Icon/Rotate Left.png.meta | 88 ----------- .../Textures/LogicBlock Icon/Rotate Right.png | 3 - .../LogicBlock Icon/Rotate Right.png.meta | 88 ----------- Assets/Textures/LogicBlock Icon/U-Turn.png | 3 - .../Textures/LogicBlock Icon/U-Turn.png.meta | 88 ----------- .../LogicBlock Icon/_DiagonalLeft.jpg | 3 - .../LogicBlock Icon/_DiagonalLeft.jpg.meta | 88 ----------- .../LogicBlock Icon/_DiagonalLeft.png | 4 +- .../LogicBlock Icon/_DiagonalLeft.png.meta | 71 ++++++++- .../LogicBlock Icon/_DiagonalRight.jpg | 3 - .../LogicBlock Icon/_DiagonalRight.jpg.meta | 88 ----------- .../LogicBlock Icon/_DiagonalRight.png | 4 +- .../LogicBlock Icon/_DiagonalRight.png.meta | 71 ++++++++- Assets/Textures/LogicBlock Icon/_Jump.jpg | 3 - .../Textures/LogicBlock Icon/_Jump.jpg.meta | 88 ----------- .../Textures/LogicBlock Icon/_Jump.png.meta | 69 +++++++- Assets/Textures/LogicBlock Icon/_Move.jpg | 3 - .../Textures/LogicBlock Icon/_Move.jpg.meta | 88 ----------- .../Textures/LogicBlock Icon/_Move.png.meta | 69 +++++++- Assets/Textures/LogicBlock Icon/_Movex2.jpg | 3 - .../Textures/LogicBlock Icon/_Movex2.jpg.meta | 88 ----------- .../Textures/LogicBlock Icon/_Movex2.png.meta | 69 +++++++- .../Textures/LogicBlock Icon/_RotateLeft.jpg | 3 - .../LogicBlock Icon/_RotateLeft.jpg.meta | 88 ----------- .../LogicBlock Icon/_RotateLeft.png.meta | 69 +++++++- .../Textures/LogicBlock Icon/_RotateRight.jpg | 3 - .../LogicBlock Icon/_RotateRight.jpg.meta | 88 ----------- .../LogicBlock Icon/_RotateRight.png.meta | 69 +++++++- Assets/Textures/LogicBlock Icon/_U-Turn.jpg | 3 - .../Textures/LogicBlock Icon/_U-Turn.jpg.meta | 88 ----------- .../Textures/LogicBlock Icon/_U-Turn.png.meta | 69 +++++++- 67 files changed, 672 insertions(+), 1617 deletions(-) delete mode 100644 Assets/Data/Logic Blocks/Diagonal Left.asset delete mode 100644 Assets/Data/Logic Blocks/Diagonal Left.asset.meta delete mode 100644 Assets/Data/Logic Blocks/Diagonal Right.asset delete mode 100644 Assets/Data/Logic Blocks/Diagonal Right.asset.meta delete mode 100644 Assets/Data/Logic Blocks/Rotate Left.asset delete mode 100644 Assets/Data/Logic Blocks/Rotate Left.asset.meta delete mode 100644 Assets/Data/Logic Blocks/Rotate Right.asset delete mode 100644 Assets/Data/Logic Blocks/Rotate Right.asset.meta delete mode 100644 Assets/Plugins/IngameDebugConsole/Sprites.meta delete mode 100644 Assets/Scripts/Components.meta delete mode 100644 Assets/Textures/LogicBlock Icon/Diagonal Left.png delete mode 100644 Assets/Textures/LogicBlock Icon/Diagonal Left.png.meta delete mode 100644 Assets/Textures/LogicBlock Icon/Diagonal Right.png delete mode 100644 Assets/Textures/LogicBlock Icon/Diagonal Right.png.meta delete mode 100644 Assets/Textures/LogicBlock Icon/Jump.png delete mode 100644 Assets/Textures/LogicBlock Icon/Jump.png.meta delete mode 100644 Assets/Textures/LogicBlock Icon/Move x2.png delete mode 100644 Assets/Textures/LogicBlock Icon/Move x2.png.meta delete mode 100644 Assets/Textures/LogicBlock Icon/Move.png delete mode 100644 Assets/Textures/LogicBlock Icon/Move.png.meta delete mode 100644 Assets/Textures/LogicBlock Icon/Rotate Left.png delete mode 100644 Assets/Textures/LogicBlock Icon/Rotate Left.png.meta delete mode 100644 Assets/Textures/LogicBlock Icon/Rotate Right.png delete mode 100644 Assets/Textures/LogicBlock Icon/Rotate Right.png.meta delete mode 100644 Assets/Textures/LogicBlock Icon/U-Turn.png delete mode 100644 Assets/Textures/LogicBlock Icon/U-Turn.png.meta delete mode 100644 Assets/Textures/LogicBlock Icon/_DiagonalLeft.jpg delete mode 100644 Assets/Textures/LogicBlock Icon/_DiagonalLeft.jpg.meta delete mode 100644 Assets/Textures/LogicBlock Icon/_DiagonalRight.jpg delete mode 100644 Assets/Textures/LogicBlock Icon/_DiagonalRight.jpg.meta delete mode 100644 Assets/Textures/LogicBlock Icon/_Jump.jpg delete mode 100644 Assets/Textures/LogicBlock Icon/_Jump.jpg.meta delete mode 100644 Assets/Textures/LogicBlock Icon/_Move.jpg delete mode 100644 Assets/Textures/LogicBlock Icon/_Move.jpg.meta delete mode 100644 Assets/Textures/LogicBlock Icon/_Movex2.jpg delete mode 100644 Assets/Textures/LogicBlock Icon/_Movex2.jpg.meta delete mode 100644 Assets/Textures/LogicBlock Icon/_RotateLeft.jpg delete mode 100644 Assets/Textures/LogicBlock Icon/_RotateLeft.jpg.meta delete mode 100644 Assets/Textures/LogicBlock Icon/_RotateRight.jpg delete mode 100644 Assets/Textures/LogicBlock Icon/_RotateRight.jpg.meta delete mode 100644 Assets/Textures/LogicBlock Icon/_U-Turn.jpg delete mode 100644 Assets/Textures/LogicBlock Icon/_U-Turn.jpg.meta diff --git a/Assets/Data/Inventory/Tutorial5.asset b/Assets/Data/Inventory/Tutorial5.asset index 5a0e4a0..887b817 100644 --- a/Assets/Data/Inventory/Tutorial5.asset +++ b/Assets/Data/Inventory/Tutorial5.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:c81d2820a9790c0163625e9c05c69cb3f8d3d7492404c40895fd21f9848db8f6 -size 744 +oid sha256:4e946a10e023a49c7d94a0d3ae57ec0764ddd9674ec6e74ffd94f9f098f81853 +size 1436 diff --git a/Assets/Data/Logic Blocks/Diagonal Left.asset b/Assets/Data/Logic Blocks/Diagonal Left.asset deleted file mode 100644 index 948bd41..0000000 --- a/Assets/Data/Logic Blocks/Diagonal Left.asset +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:9ec63e7f90a7facdb5a834a6de80a1d3a24eefad4e66edf48da4beeea8997828 -size 797 diff --git a/Assets/Data/Logic Blocks/Diagonal Left.asset.meta b/Assets/Data/Logic Blocks/Diagonal Left.asset.meta deleted file mode 100644 index 2c84677..0000000 --- a/Assets/Data/Logic Blocks/Diagonal Left.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 752565cc5a95020498b9ed396343f3c0 -NativeFormatImporter: - 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+ Vector3 death = new Vector3(-50, 0, 0); #region Inspector Fields [SerializeField] @@ -73,6 +73,7 @@ public class Character : MonoBehaviour { if(lives < 1) { + this.transform.position = death; //this.enabled = false; //gameObject.SetActive(false); } diff --git a/Assets/Scripts/Components.meta b/Assets/Scripts/Components.meta deleted file mode 100644 index 5a95b09..0000000 --- a/Assets/Scripts/Components.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8d7394d70ec233849a60a26da5f23b75 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Logic/Blocks/LogicBlock.cs b/Assets/Scripts/Logic/Blocks/LogicBlock.cs index 4000e74..e46ceb0 100644 --- a/Assets/Scripts/Logic/Blocks/LogicBlock.cs +++ b/Assets/Scripts/Logic/Blocks/LogicBlock.cs @@ -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; diff --git a/Assets/Scripts/UI/LogicElementUI.cs b/Assets/Scripts/UI/LogicElementUI.cs index 4f38598..2163358 100644 --- a/Assets/Scripts/UI/LogicElementUI.cs +++ b/Assets/Scripts/UI/LogicElementUI.cs @@ -30,7 +30,10 @@ public class LogicElementUI : Dragable protected TextMeshProUGUI nameText; //background image to color; - protected Image background; + public GameObject background; + + //sprite imager; + public GameObject icon; protected LogicElementHolder currentHolder; @@ -55,15 +58,16 @@ public class LogicElementUI : Dragable if (nameText == null) nameText = GetComponentInChildren(); - if (background == null) - background = GetComponentInChildren(); - //Set UI if (LogicElement != null) { //If name null use file name nameText.text = LogicElement.DisplayName; - background.color = LogicElement.Color; + nameText.outlineColor = new Color32(0, 0, 0, 255); + nameText.outlineWidth = 0.1f; + + icon.GetComponent().color = LogicElement.Color; + background.GetComponent().sprite = LogicElement.icon; } } diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset index cbea438..e16b6aa 100644 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:277a4a5984725c4233f3f633fafa25b65468e01502eb4412444f169070aad458 -size 2174066 +oid sha256:1ec299121e97bcb91f1ef601f23db5a2084e10b846ce5546f25548e85f7aefd4 +size 2174077 diff --git a/Assets/Textures/LogicBlock Icon/Diagonal Left.png b/Assets/Textures/LogicBlock Icon/Diagonal Left.png deleted file mode 100644 index 78d25c2..0000000 --- a/Assets/Textures/LogicBlock Icon/Diagonal Left.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:797c80359d748ca9eb93ae935f6699dc9356c2444013b2767ce9613cfdd6bd30 -size 422 diff --git a/Assets/Textures/LogicBlock Icon/Diagonal Left.png.meta b/Assets/Textures/LogicBlock Icon/Diagonal Left.png.meta deleted file mode 100644 index 39195b2..0000000 --- a/Assets/Textures/LogicBlock Icon/Diagonal Left.png.meta +++ /dev/null @@ -1,88 +0,0 @@ -fileFormatVersion: 2 -guid: b5303b6285b27d345a2657490d651805 -TextureImporter: - 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enableMipMap: 1 + enableMipMap: 0 sRGBTexture: 1 linearTexture: 0 fadeOut: 0 @@ -34,13 +34,13 @@ TextureImporter: filterMode: -1 aniso: -1 mipBias: -100 - wrapU: -1 - wrapV: -1 + wrapU: 1 + wrapV: 1 wrapW: -1 - nPOTScale: 1 + nPOTScale: 0 lightmap: 0 compressionQuality: 50 - spriteMode: 0 + spriteMode: 1 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 @@ -49,9 +49,9 @@ TextureImporter: spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 - alphaIsTransparency: 0 + alphaIsTransparency: 1 spriteTessellationDetail: -1 - textureType: 0 + textureType: 8 textureShape: 1 singleChannelComponent: 0 maxTextureSizeSet: 0 @@ -69,6 +69,61 @@ TextureImporter: allowsAlphaSplitting: 0 overridden: 0 androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: tvOS + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Windows Store Apps + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 spriteSheet: serializedVersion: 2 sprites: [] From 547e82ab8236a218d5cb602daf06fdba010fd849 Mon Sep 17 00:00:00 2001 From: "s3607057 (Angus Niven)" Date: Mon, 16 Sep 2019 08:36:56 +1000 Subject: [PATCH 7/7] Tweaked how min and max difficulty work for adding new map sections. Added a bunch of new length-1 sections to join longer sections together if need be. Weighted the selection more towards longer sections. 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widthOut: 7 widthMax: 7 length: 6 - difficulty: 0 + difficultyMin: 0 + difficultyMax: 3 sectionName: Test 1 spawns1: [] spawns2: [] diff --git a/Assets/Prefabs/Map Sections/Test 2.prefab b/Assets/Prefabs/Map Sections/Test 2.prefab index 0ec5327..35caaf9 100644 --- a/Assets/Prefabs/Map Sections/Test 2.prefab +++ b/Assets/Prefabs/Map Sections/Test 2.prefab @@ -131,7 +131,8 @@ MonoBehaviour: widthOut: 7 widthMax: 7 length: 6 - difficulty: 0 + difficultyMin: 1 + difficultyMax: 4 sectionName: Test 2 spawns1: [] spawns2: [] diff --git a/Assets/Prefabs/Map Sections/Test 3.prefab b/Assets/Prefabs/Map Sections/Test 3.prefab index 04a128f..fbc4f82 100644 --- a/Assets/Prefabs/Map Sections/Test 3.prefab +++ b/Assets/Prefabs/Map Sections/Test 3.prefab @@ -98,7 +98,8 @@ MonoBehaviour: widthOut: 5 widthMax: 5 length: 4 - difficulty: 0 + difficultyMin: 0 + difficultyMax: 2 sectionName: Test 3 spawns1: [] spawns2: [] diff --git a/Assets/Scenes/Map Generator Test.unity b/Assets/Scenes/Map Generator Test.unity new file mode 100644 index 0000000..13e7c61 --- /dev/null +++ b/Assets/Scenes/Map Generator Test.unity @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:1b0ead882bbacc097c11e41a49c828f6d1dc8b5ce9bbfe0307a416da14f13f39 +size 8668 diff --git a/Assets/Scenes/Map Generator Test.unity.meta b/Assets/Scenes/Map Generator Test.unity.meta new file mode 100644 index 0000000..cdddae5 --- /dev/null +++ b/Assets/Scenes/Map Generator Test.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 41fa8ae556790fa45b17a508e90982eb +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index d501726..e39b61e 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -5,7 +5,7 @@ using System.Collections.Generic; using UnityEngine; //public class MapManager : MonoBehaviour -[CreateAssetMenu(menuName = "Major Project/Map Manager")] +[CreateAssetMenu(menuName = "Major Project/Map Generation/Map Manager")] public class MapManager : ScriptableObject { public ClientList clients; @@ -13,27 +13,54 @@ public class MapManager : ScriptableObject 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 sections; //The list of sections to choose from after starting + //Split up the inspector lists to make them easier to manage. They'll be combined on initialisation + public List sectionLists; public int minConns = 2; //The minimum number of valid connections between two map sections for them to be allowed to link up public List 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 - int totalSections = 0; //How many sections have been added? Including ones that have been deleted + float endX; //The x-position of the current end of the track + int totalSections; //How many sections have been added? Including ones that have been deleted int initialPlayerCount; - int diffMin; //Minimum difficulty for a map section to be selected + int diffStart = 0; //Initial difficulty rating + int diffCap = 5; //The highest the difficulty rating can go + int difficulty; //Current difficulty rating + + /*int diffMin; //Minimum difficulty for a map section to be selected int diffMax; //Maximum difficulty for a map section to be selected int diffMinStart = 0; //Initial minimum difficulty for a map section to be selected int diffMaxStart = 1; //Initial maximum difficulty for a map section to be selected int diffMinMax = 4; //The highest diffMin can go - ensure that it doesn't go too high to have legal map sections + */ + int widthMin; //The minimum widthIn that we want for a new map section int widthMax; //The maximum widthIn that we want for a new map section int minPossibleWidth = 3; //The minimum to which widthMin and widthMax can be reduced public void init() { + sections = new List(); + endX = startX; + totalSections = 0; + + foreach (SectionList sectionList in sectionLists) + { + foreach (MapSection section in sectionList.sectionList) + { + sections.Add(section); + } + } + + Debug.Log("sections.Count = " + sections.Count); + + foreach (MapSection section in sections) + { + Debug.Log("Possible section: " + section.name); + } + initialPlayerCount = clients.ConnectedClients.Count; activeSections = new List(); @@ -60,8 +87,10 @@ public class MapManager : ScriptableObject widthMin = activeSections[0].widthOut - 2; widthMax = activeSections[0].widthOut + 2; + difficulty = diffStart; + //Set the maximum possible diffMin value to 1 less than the highest difficulty on the section list - diffMinMax = 0; + /*diffMinMax = 0; foreach (MapSection section in sections) { @@ -71,7 +100,7 @@ public class MapManager : ScriptableObject } } - diffMinMax--; + diffMinMax--;*/ switch (initialPlayerCount) { @@ -139,16 +168,21 @@ public class MapManager : ScriptableObject { if (checkSegments(section)) { - validSections.Add(section); //If a segment is a valid continuation of the current most-recent segment, add it to the list + //If a segment is a valid continuation of the current most-recent segment, add it to the list + //We weight longer segments more heavily + for (int i = 0; i < section.length; i++) + { + validSections.Add(section); + } } } //Having generated our list, we choose a random segment from it - /*foreach (MapSection section in validSections) + foreach (MapSection section in validSections) { Debug.Log("Valid section: " + section.name); - }*/ + }/**/ Debug.Log("Choosing section"); @@ -186,13 +220,18 @@ public class MapManager : ScriptableObject { int connections = 0; - if (second.difficulty < diffMin || second.difficulty > diffMax) + Debug.Log("Checking " + first.name + ", " + second.name); + + //if (second.difficulty < diffMin || second.difficulty > diffMax) + if (second.difficultyMax < difficulty || second.difficultyMin > difficulty) //Check that we're in the right difficulty range for this section { + Debug.Log("Difficulty = " + difficulty + ", max = " + second.difficultyMax + ", min = " + second.difficultyMin); return false; } - if (second.widthIn < widthMin || second.widthIn > widthMax) + if (second.widthIn < widthMin || second.widthIn > widthMax) //And that it's in the right width range { + Debug.Log("width = " + second.widthIn + ", max = " + widthMin + ", min = " + widthMax); return false; } @@ -202,8 +241,8 @@ public class MapManager : ScriptableObject { 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);*/ + 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++; @@ -236,10 +275,18 @@ public class MapManager : ScriptableObject return false; } + //If both components require jumping (pits or water), the connection is invalid + //It's technically possible to cross two water blocks, but we don't count that + if (requiresJump(exit) && requiresJump(entry)) + { + //Debug.Log("Invalid connection - both water"); + return false; + } + //Debug.Log("Exit.is_Walkable = " + exit.GetComponent().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent().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().is_Walkable) || !(entry.GetComponent().is_Walkable)) + if (isWall(exit) || isWall(entry)) { //Debug.Log("Invalid connection - not walkable"); return false; @@ -247,19 +294,32 @@ public class MapManager : ScriptableObject //Debug.Log("Exit.isWater = " + exit.GetComponent().isWater + ", Entry.isWater = " + entry.GetComponent().isWater); - //If both components are water, moving through this connection is technically possible, but we don't count it as valid - if ((exit.GetComponent().isWater) && (entry.GetComponent().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; } + bool requiresJump(GameObject block) + { + if (block.GetComponent() == null) //The object must be a pit trap + { + return true; + } + + return block.GetComponent().isWater; //If it's not a pit, then whether it requires jumping depends on whether it's water or not + } + + bool isWall(GameObject block) + { + if (block.GetComponent() == null) + { + return true; + } + + return !(block.GetComponent().is_Walkable); + } + //Check whether it's time to extend the track forward void checkForward() { @@ -308,10 +368,12 @@ public class MapManager : ScriptableObject //Updates minimum and maximum difficulty, width, etc, based on current gamestate public void updateCriteria() { + //Start with base values + difficulty = diffStart; //By default, we can add a section 1 tile wider or narrower on either side than the last section widthMin = lastSection.widthOut - 2; widthMax = lastSection.widthOut + 2; - + /* Calculate min & max difficulties & width modifications * We recalculate from scratch each time (that is, * each time a section is added) so as to avoid having @@ -319,45 +381,55 @@ public class MapManager : ScriptableObject * and which hasn't */ - //Start with base values - diffMin = diffMinStart; - diffMax = diffMaxStart; + /*diffMin = diffMinStart; + diffMax = diffMaxStart;*/ //As the number of players shrinks, we ramp up the difficulty and contract the track - if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) + if (initialPlayerCount > 0) { - diffMin++; - diffMax++; + if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) + { + Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below"); + /*diffMin++; + diffMax++;*/ + difficulty++; - widthMin -= 2; - widthMax -= 2; - } + widthMin -= 2; + widthMax -= 2; + } - if (clients.ConnectedClients.Count <= (float)(0.25f * initialPlayerCount)) - { - diffMin++; - diffMax += 2; + if (clients.ConnectedClients.Count <= (float)(0.33f * initialPlayerCount)) + { + Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%"); + /*diffMin++; + diffMax += 2;*/ + difficulty += 2; - widthMin -= 2; - widthMax -= 2; + widthMin -= 2; + widthMax -= 2; + } } - //Ramp up the difficulty as the game goes on + //Ramp up the difficulty as the track extends + difficulty += ((int)endX - (int)startX) / 10; - diffMin += (totalSections - 2) / 2; - diffMax += totalSections / 2; + /*diffMin += (totalSections - 2) / 2; + diffMax += totalSections / 2;*/ //Once the difficulty has ramped up, we cause the track to steadily narrow //It can no longer widen, only remain constant or shrink - if (diffMin > 2) + //if (diffMin > 2) + if (difficulty > 2) { widthMax--; } //Apply caps - if (diffMin > diffMinMax) + //if (diffMin > diffMinMax) + if (difficulty > diffCap) { - diffMin = diffMinMax; + //diffMin = diffMinMax; + difficulty = diffCap; } if (widthMin < minPossibleWidth) @@ -370,6 +442,6 @@ public class MapManager : ScriptableObject // Update is called once per frame void Update() { - //checkTrack(); + checkTrack(); } } diff --git a/Assets/Scripts/Map Generation/MapSection.cs b/Assets/Scripts/Map Generation/MapSection.cs index 55e34ba..4ae1f07 100644 --- a/Assets/Scripts/Map Generation/MapSection.cs +++ b/Assets/Scripts/Map Generation/MapSection.cs @@ -10,8 +10,8 @@ public class MapSection : MonoBehaviour public int widthMax = 0; //Greatest width at any point (including external walls) public int length = 0; int size; - public int difficulty; - public string sectionName = ""; + public int difficultyMin; //The lowest difficulty rating that this section can appear on + public int difficultyMax; //And the highest //Lists of spawn points //One for each possible number of players diff --git a/Assets/Scripts/Map Generation/SectionList.cs b/Assets/Scripts/Map Generation/SectionList.cs new file mode 100644 index 0000000..9e441ba --- /dev/null +++ b/Assets/Scripts/Map Generation/SectionList.cs @@ -0,0 +1,9 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[CreateAssetMenu(menuName = "Major Project/Map Generation/Section List")] +public class SectionList : ScriptableObject +{ + public List sectionList; +} diff --git a/Assets/Scripts/Map Generation/SectionList.cs.meta b/Assets/Scripts/Map Generation/SectionList.cs.meta new file mode 100644 index 0000000..9385f17 --- /dev/null +++ b/Assets/Scripts/Map Generation/SectionList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9a6f997a30064014a9e5347b123c3010 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Map Generation/TestGenerator.cs b/Assets/Scripts/Map Generation/TestGenerator.cs new file mode 100644 index 0000000..c5bda83 --- /dev/null +++ b/Assets/Scripts/Map Generation/TestGenerator.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TestGenerator : MonoBehaviour +{ + public MapManager manager; + + // Start is called before the first frame update + void Start() + { + manager.init(); + } +} diff --git a/Assets/Scripts/Map Generation/TestGenerator.cs.meta b/Assets/Scripts/Map Generation/TestGenerator.cs.meta new file mode 100644 index 0000000..028a9be --- /dev/null +++ b/Assets/Scripts/Map Generation/TestGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3b68e99c3c3ca554fad0d9c430d911c0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: