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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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- component: {fileID: 8242920397958318725} - component: {fileID: 8242920397958318725}
- component: {fileID: 4794918698464335520}
- component: {fileID: 9189242276882465976}
- component: {fileID: 3243462907438011072}
- component: {fileID: 7416201642898487163}
m_Layer: 5 m_Layer: 5
m_Name: TextMeshPro Text m_Name: TextMeshPro Text
m_TagString: Untagged m_TagString: Untagged
@ -119,7 +198,7 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 315265088473579728} m_Father: {fileID: 315265088473579728}
m_RootOrder: 0
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
@ -134,7 +213,52 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8739916369872115426} m_GameObject: {fileID: 8739916369872115426}
m_CullTransparentMesh: 0 m_CullTransparentMesh: 0
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MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8739916369872115426}
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m_CastShadows: 0
m_ReceiveShadows: 0
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m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 0
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
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MeshFilter:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8739916369872115426}
m_Mesh: {fileID: 0}
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MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
@ -163,8 +287,8 @@ MonoBehaviour:
m_fontMaterials: [] m_fontMaterials: []
m_fontColor32: m_fontColor32:
serializedVersion: 2 serializedVersion: 2
rgba: 4278190080
m_fontColor: {r: 0, g: 0, b: 0, a: 1}
rgba: 4294967295
m_fontColor: {r: 1, g: 1, b: 1, a: 1}
m_enableVertexGradient: 0 m_enableVertexGradient: 0
m_colorMode: 3 m_colorMode: 3
m_fontColorGradient: m_fontColorGradient:
@ -182,10 +306,10 @@ MonoBehaviour:
m_outlineColor: m_outlineColor:
serializedVersion: 2 serializedVersion: 2
rgba: 4278190080 rgba: 4278190080
m_fontSize: 37.6
m_fontSizeBase: 36
m_fontSize: 17
m_fontSizeBase: 17
m_fontWeight: 400 m_fontWeight: 400
m_enableAutoSizing: 1
m_enableAutoSizing: 0
m_fontSizeMin: 18 m_fontSizeMin: 18
m_fontSizeMax: 72 m_fontSizeMax: 72
m_fontStyle: 0 m_fontStyle: 0
@ -200,7 +324,7 @@ MonoBehaviour:
m_enableWordWrapping: 1 m_enableWordWrapping: 1
m_wordWrappingRatios: 0.4 m_wordWrappingRatios: 0.4
m_overflowMode: 0 m_overflowMode: 0
m_firstOverflowCharacterIndex: -1
m_firstOverflowCharacterIndex: 0
m_linkedTextComponent: {fileID: 0} m_linkedTextComponent: {fileID: 0}
m_isLinkedTextComponent: 0 m_isLinkedTextComponent: 0
m_isTextTruncated: 0 m_isTextTruncated: 0
@ -220,9 +344,9 @@ MonoBehaviour:
m_firstVisibleCharacter: 0 m_firstVisibleCharacter: 0
m_useMaxVisibleDescender: 1 m_useMaxVisibleDescender: 1
m_pageToDisplay: 1 m_pageToDisplay: 1
m_margin: {x: 0, y: 0, z: 0, w: 0}
m_margin: {x: 0, y: 76.430664, z: 0, w: 0}
m_textInfo: m_textInfo:
textComponent: {fileID: 4794918698464335520}
textComponent: {fileID: 7416201642898487163}
characterCount: 5 characterCount: 5
spriteCount: 0 spriteCount: 0
spaceCount: 0 spaceCount: 0

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Assets/Scenes/Client Scenes/ClientScene.unity View File

@ -1,3 +1,3 @@
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size 14794
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Assets/Scenes/Client Scenes/LoginScreen.unity View File

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Assets/Scenes/Client Scenes/MainMenu Client.unity View File

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Assets/Scenes/GameMode Scenes/RacetrackGameMode.unity View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
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Assets/Scenes/Map Generator Test.unity View File

@ -0,0 +1,3 @@
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Assets/Scenes/Menus/Lobby.unity View File

@ -1,3 +1,3 @@
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Assets/Scenes/Menus/MainMenu Server.unity View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
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+ 10
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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 inPit = false; //Did I fall into a pit?
public bool stuck = false; //Am I still stuck? public bool stuck = false; //Am I still stuck?
public bool justMoved = false; //Was the logic block I just executed a move command? public bool justMoved = false; //Was the logic block I just executed a move command?
Vector3 death = new Vector3(-50, 0, 0);
#region Inspector Fields #region Inspector Fields
[SerializeField] [SerializeField]
@ -71,7 +71,15 @@ public class Character : MonoBehaviour
characterAnimator = GetComponentInChildren<Animator>(); characterAnimator = GetComponentInChildren<Animator>();
} }
private void Update()
{
if(lives < 1)
{
this.transform.position = death;
//this.enabled = false;
//gameObject.SetActive(false);
}
}
#endregion Unity Functions #endregion Unity Functions

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

@ -170,15 +170,15 @@ public class ColorGameMode : GameMode
{ {
character.stuck = true; 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) if (character.inPit)
{ {
character.lives -= 1; character.lives -= 1;
character.ClientLink.Lives = character.lives; character.ClientLink.Lives = character.lives;
} }
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
} }
private IEnumerator AnimateBlock(Material mat, float time) 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> /// </summary>
protected override void OnPreGameStart() protected override void OnPreGameStart()
{ {
//mapManager.init(ConnectedClients.Count);
mapManager.init(5);
mapManager.init();
} }
/// <summary> /// <summary>
@ -35,17 +34,7 @@ public class RacetrackGameMode : GameMode
/// </summary> /// </summary>
protected override void OnRoundEnd(PlayerData[] allPlayers) 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 //At the end of each round, any stuck players are freed to resume moving next round
foreach (PlayerData player in allPlayers) foreach (PlayerData player in allPlayers)
@ -61,6 +50,27 @@ public class RacetrackGameMode : GameMode
RoundCount++; 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> /// <summary>
/// Checks if the Game is finished /// Checks if the Game is finished
@ -187,15 +197,16 @@ public class RacetrackGameMode : GameMode
{ {
character.stuck = true; 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) if (character.inPit)
{ {
character.lives -= 1; character.lives -= 1;
character.ClientLink.Lives = character.lives; character.ClientLink.Lives = character.lives;
} }
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
} }
private IEnumerator AnimateBlock(Material mat, float time) 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")] [ContextMenu("Do Animation")]
public void StartAnimation() public void StartAnimation()
{ {
UpdateText();
//UpdateText();
Vector3 startPosition = new Vector3(Screen.width * 2, 0, 0); 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> /// <param name="currentBlock">Block which the character finished on</param>
protected virtual void OnPlayerMoved(Character character, ClientData client, Block currentBlock) { } protected virtual void OnPlayerMoved(Character character, ClientData client, Block currentBlock) { }
protected virtual void OnPlayerKilled(Character character, ClientData client) { }
/// <summary> /// <summary>
/// Called once after every player has finished one move /// Called once after every player has finished one move
/// </summary> /// </summary>
@ -155,6 +158,11 @@ public abstract class GameMode : ScriptableObject
OnPlayerMoved(player.character, player.client, player.character.CurrentBlock); OnPlayerMoved(player.character, player.client, player.character.CurrentBlock);
} }
public void PlayerKilled(PlayerData player)
{
OnPlayerKilled(player.character, player.client);
}
public void AllPlayersMoved(PlayerData[] allPlayers) public void AllPlayersMoved(PlayerData[] allPlayers)
{ {
OnAllPlayersMoved(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")] [Tooltip("Color which will identify this element")]
public Color Color; public Color Color;
public Sprite icon;
[SerializeField] [SerializeField]
[Tooltip("Name which will appear in the UI")] [Tooltip("Name which will appear in the UI")]
protected string _DisplayName; 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 //Let Gamemode know all players have moved
gameMode.AllPlayersMoved(playerDataAsArray.ToArray()); gameMode.AllPlayersMoved(playerDataAsArray.ToArray());
playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score
//if Game is over break out of loop //if Game is over break out of loop
if (gameMode.isGameOver(playerDataAsArray)) if (gameMode.isGameOver(playerDataAsArray))
break; 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 //Let GameMode know that Round is Over
gameMode.RoundEnd(playerDataAsArray.ToArray()); gameMode.RoundEnd(playerDataAsArray.ToArray());

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