Joshua Reason 5 years ago
parent
commit
88cb07544d
51 changed files with 22576 additions and 1168 deletions
  1. +2
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  35. +2
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  36. +20
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  37. +2
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  38. +49
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  39. +39
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  42. +1
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  43. +6
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  44. +1
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  45. +16
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+ 2
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Assets/Scenes/Levels/RaceTrack Beta.unity View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:dd7c1363d42eae1aa8086b72ecf7e2ed28f926aaaaa1fd5562c12d6d1fcb5edd
size 33424
oid sha256:34f4ddc3b7c7bec2e062a4fc81494f4173b18acadb589f7ad805b4589ec939e7
size 35308

+ 20
- 11
Assets/Scripts/Character.cs View File

@ -8,6 +8,7 @@ using Networking.Server;
public class Character : MonoBehaviour public class Character : MonoBehaviour
{ {
public enum Animation { Walk, Run, Jump, Sit, Attack, Hit } public enum Animation { Walk, Run, Jump, Sit, Attack, Hit }
public blockSpawn spawn;
public string nextScene; public string nextScene;
Animator characterAnimator; Animator characterAnimator;
@ -58,6 +59,7 @@ public class Character : MonoBehaviour
private void Start() private void Start()
{ {
spawn = GameObject.Find("GameManager").GetComponent<blockSpawn>();
if (Inventory != null && CloneInventoryOnStart) if (Inventory != null && CloneInventoryOnStart)
Inventory = Inventory.Clone(Inventory); Inventory = Inventory.Clone(Inventory);
@ -308,18 +310,25 @@ public class Character : MonoBehaviour
if (collectable != null) if (collectable != null)
{ {
collectable.OnCollect(this);
}
if (other.gameObject.name == "collect_sphere")
{
other.gameObject.SetActive(false);
//player.collected +=1;
//get position from average;
ClientList list = spawn.clientDataList;
float average = 0;
int livePlayerCount = 0;
foreach (ClientData data in list.ConnectedClients)
{
if (data.Lives > 0)
{
average += data.playerCharacter.transform.position.x;
livePlayerCount++;
}
}
average /= livePlayerCount;
float tosend = lives + (transform.position.x - average);
Debug.Log(transform.position.x + " - " + average + " =" + (transform.position.x - average));
Debug.Log("Value to send: " + tosend);
spawn.assignLogicBlock(collectable.gameObject, tosend);
}
if (other.gameObject.name == "End Portal")
{
other.GetComponent<Collider>().enabled = false;
SceneManager.LoadScene(nextScene);
collectable.OnCollect(this);
} }
} }

+ 2
- 2
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -10,7 +10,7 @@ using System.Linq;
public class RacetrackGameMode : GameMode public class RacetrackGameMode : GameMode
{ {
public MapManager mapManager; public MapManager mapManager;
public blockSpawn spawn;
public GameObject spawn;
public int MaxRound = 999; public int MaxRound = 999;
public string nextScene = "ServerTestScene"; public string nextScene = "ServerTestScene";
@ -110,7 +110,7 @@ public class RacetrackGameMode : GameMode
//We check for track sections we need to add/remove //We check for track sections we need to add/remove
mapManager.checkTrack(); mapManager.checkTrack();
//spawn.wakeup();
spawn.GetComponent<blockSpawn>().wakeup();
//Move the camera forward at a steady rate each round //Move the camera forward at a steady rate each round
/*if (scrollSpeed > 0.0f) /*if (scrollSpeed > 0.0f)

+ 49
- 6
Assets/Scripts/LevelBlocks/Block.cs View File

@ -42,6 +42,8 @@ public class Block : MonoBehaviour
/// List of current players on this block /// List of current players on this block
/// </summary> /// </summary>
public Character CurrentPlayer { get; protected set; } public Character CurrentPlayer { get; protected set; }
private Renderer renderer;
#endregion Private Functions #endregion Private Functions
#region ReadOnly Properties #region ReadOnly Properties
@ -121,6 +123,10 @@ public class Block : MonoBehaviour
} }
} }
public bool isVisible()
{
return isPositionVisible(position);
}
#endregion Public Functions #endregion Public Functions
@ -155,24 +161,44 @@ public class Block : MonoBehaviour
#region Editor Functions #region Editor Functions
private void OnDrawGizmos() private void OnDrawGizmos()
{ {
Vector3 DrawPosition = VisualPosition + Vector3.up * 0.4f;
if (isCollectableSpawnable)
{
Vector3 offset = Vector3.zero;
#if UNITY_EDITOR
offset = Vector3.up * Mathf.Sin((float)UnityEditor.EditorApplication.timeSinceStartup * 0.5f) * 0.1f;
#endif
DebugExtensions.DrawCube(DrawPosition + offset, 0.15f, Color.yellow, 0,true);
#if UNITY_EDITOR
var view = UnityEditor.EditorWindow.GetWindow<UnityEditor.SceneView>();
view.Repaint();
#endif
}
if (!isSpawnable) if (!isSpawnable)
return; return;
Vector3 DrawPosition = VisualPosition + Vector3.up * 0.4f;
Vector3 Perp = Quaternion.Euler(0, 90, 0) * SpawnDirection.ToVector(); Vector3 Perp = Quaternion.Euler(0, 90, 0) * SpawnDirection.ToVector();
DebugExtensions.DrawCube(DrawPosition, 0.4f, Color.magenta, 0);
DebugExtensions.DrawCube(DrawPosition, 0.4f, Color.magenta, 0, true);
//Eyes //Eyes
Vector3 eyePosition = DrawPosition + SpawnDirection.ToVector() * 0.4f; Vector3 eyePosition = DrawPosition + SpawnDirection.ToVector() * 0.4f;
DebugExtensions.DrawCube(eyePosition + Perp * 0.2f, 0.1f, Color.magenta, 0);
DebugExtensions.DrawCube(eyePosition - Perp * 0.2f, 0.1f, Color.magenta, 0);
DebugExtensions.DrawCube(eyePosition + Perp * 0.2f, 0.1f, Color.magenta, 0, true);
DebugExtensions.DrawCube(eyePosition - Perp * 0.2f, 0.1f, Color.magenta, 0, true);
//ears //ears
Vector3 earPosition = DrawPosition + SpawnDirection.ToVector() * 0.2f + Vector3.up * 0.4f; Vector3 earPosition = DrawPosition + SpawnDirection.ToVector() * 0.2f + Vector3.up * 0.4f;
Vector3 earScale = Quaternion.LookRotation(SpawnDirection.ToVector()) * new Vector3(0.1f, 0.1f, 0.05f); Vector3 earScale = Quaternion.LookRotation(SpawnDirection.ToVector()) * new Vector3(0.1f, 0.1f, 0.05f);
DebugExtensions.DrawCube(earPosition + Perp * 0.3f, earScale, Color.magenta, 0);
DebugExtensions.DrawCube(earPosition - Perp * 0.3f, earScale, Color.magenta, 0);
DebugExtensions.DrawCube(earPosition + Perp * 0.3f, earScale, Color.magenta, 0, true);
DebugExtensions.DrawCube(earPosition - Perp * 0.3f, earScale, Color.magenta, 0, true);
} }
#endregion Editor Functions #endregion Editor Functions
@ -248,6 +274,23 @@ public class Block : MonoBehaviour
return newBlock.GetComponent<Air>(); return newBlock.GetComponent<Air>();
} }
public static bool isPositionVisible(Vector3 position)
{
Camera camera = Camera.main;
Vector2 screenPos = camera.WorldToViewportPoint(position);
if (screenPos.x > 1 || screenPos.x < 0)
{
return false;
}
if (screenPos.y > 1 || screenPos.y < 0)
{
return false;
}
return true;
}
#endregion #endregion
} }

Assets/Scripts/Logic/Blocks/Lasso.cs → Assets/Scripts/Logic/Blocks/HookShot.cs View File

@ -2,21 +2,16 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[CreateAssetMenu(menuName = "Major Project/Pick Ups/Lasso Block")]
[CreateAssetMenu(menuName = "Major Project/Pick Ups/HookShot Block")]
[System.Serializable] [System.Serializable]
public class Lasso : LogicBlock
public class HookShot : LogicBlock
{ {
[SerializeField]
[Header("Max distance checked before returning")]
private int MaxDistance = 30;
[SerializeField] [SerializeField]
[Header("Direction to shoot in")] [Header("Direction to shoot in")]
private Direction Direction; private Direction Direction;
[SerializeField] [SerializeField]
private GameObject ShotPrefab;
private string ResourceName;
[SerializeField] [SerializeField]
private float ShotSpeed = 1; private float ShotSpeed = 1;
@ -29,11 +24,15 @@ public class Lasso : LogicBlock
Block retVal = startBlock; //block we'll actually move to Block retVal = startBlock; //block we'll actually move to
//Check blocks in front until we hit an obstruction or went the distance //Check blocks in front until we hit an obstruction or went the distance
for (int i = 1; i <= MaxDistance; i++)
for (int i = 1; i <= 30; i++)
{ {
//Next position to MoveTo //Next position to MoveTo
position = startBlock.position + (Direction.ToVector(transform) * i); position = startBlock.position + (Direction.ToVector(transform) * i);
//if position is off the screen there is nothing to hit
if (!Block.isPositionVisible(position))
return startBlock;
//if hit player return block they are standing on //if hit player return block they are standing on
if (Block.isBlockAtPosition(position, 1, layerMask, out hit)) { if (Block.isBlockAtPosition(position, 1, layerMask, out hit)) {
if (hit.CurrentPlayer != null) if (hit.CurrentPlayer != null)
@ -95,6 +94,36 @@ public class Lasso : LogicBlock
target.position = endPosition; target.position = endPosition;
} }
public override void CopyToken(BlockToken token)
{
base.CopyToken(token);
Direction = ((HookShotToken)token).Direction;
ResourceName = ((HookShotToken)token).ResourceName;
ShotSpeed = ((HookShotToken)token).ShotSpeed;
}
public override BlockToken ToToken(BlockToken token = null)
{
if (token == null)
token = new HookShotToken(this);
HookShotToken retVal = (HookShotToken)base.ToToken(token);
retVal.Direction = Direction;
retVal.ResourceName = ResourceName;
retVal.ShotSpeed = ShotSpeed;
return retVal;
}
}
[System.Serializable]
public class HookShotToken : BlockToken
{
public Direction Direction;
public string ResourceName;
public float ShotSpeed;
public HookShotToken(LogicBlock block) : base(block) { }
} }

Assets/Scripts/Logic/Blocks/Lasso.cs.meta → Assets/Scripts/Logic/Blocks/HookShot.cs.meta View File


+ 8
- 0
Assets/Scripts/LogicBlocks.meta View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8936b441d7647f74884c94f97bfb8931
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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

@ -179,7 +179,7 @@ public class GameManager : MonoBehaviour
} }
} }
//spawn collectible logic blocks //spawn collectible logic blocks
//spawnBlock.Spawn();
spawnBlock.Spawn();
//Reset some player Data //Reset some player Data

+ 6
- 0
Assets/Scripts/Map Generation/MapSection.cs View File

@ -29,6 +29,8 @@ public class MapSection : MonoBehaviour
public List<GameObject> entrances; //Ways into this map segment public List<GameObject> entrances; //Ways into this map segment
public List<GameObject> exits; //Ways out of this map segment public List<GameObject> exits; //Ways out of this map segment
public List<GameObject> collectableSpawns; //Which blocks can items spawn on?
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -37,6 +39,10 @@ public class MapSection : MonoBehaviour
public void InitSection() public void InitSection()
{ {
size = widthMax * length; size = widthMax * length;
foreach (GameObject block in collectableSpawns)
{
block.GetComponent<Block>().isCollectableSpawnable = true;
}
} }
public void InitSection(int num) public void InitSection(int num)

+ 1
- 1
Assets/Scripts/Networking/Server/ClientList.cs View File

@ -134,7 +134,7 @@ namespace Networking.Server
} }
else else
{ {
Debug.Log("new Connection: " + loginMsg.Name);
//Debug.Log("new Connection: " + loginMsg.Name);
newClient = new ClientData(); newClient = new ClientData();
newClient.Inventory = Inventory.Clone(StartInventory); newClient.Inventory = Inventory.Clone(StartInventory);
} }

+ 16
- 5
Assets/Scripts/Utility/DebugExtensions.cs View File

@ -7,7 +7,7 @@ using UnityEngine;
/// </summary> /// </summary>
public static class DebugExtensions public static class DebugExtensions
{ {
/// <summary> /// <summary>
/// Draws wireframe cube in scene view /// Draws wireframe cube in scene view
/// </summary> /// </summary>
@ -16,12 +16,23 @@ public static class DebugExtensions
/// <param name="color">Color of lines</param> /// <param name="color">Color of lines</param>
/// <param name="duration">Amount of time cube is displayed</param> /// <param name="duration">Amount of time cube is displayed</param>
/// <param name="depthTest">Should cube be obsured by otherobjects</param> /// <param name="depthTest">Should cube be obsured by otherobjects</param>
public static void DrawCube(Vector3 Position, Vector3 Extent, Color color, float duration, bool depthTest = true)
public static void DrawCube(Vector3 Position, Vector3 Extent, Color color, float duration, bool depthTest = true, bool isGizmo = false)
{ {
Vector3 min = Position - Extent; Vector3 min = Position - Extent;
Vector3 max = Position + Extent; Vector3 max = Position + Extent;
if (isGizmo)
{
Color oldColor = Gizmos.color;
Gizmos.color = color;
Gizmos.DrawWireCube(Position, Extent * 2);
Gizmos.color = oldColor;
return;
}
//Draw bottom Square //Draw bottom Square
Debug.DrawLine(new Vector3(min.x, min.y, min.z), new Vector3(min.x, min.y, max.z), color, duration, depthTest); Debug.DrawLine(new Vector3(min.x, min.y, min.z), new Vector3(min.x, min.y, max.z), color, duration, depthTest);
Debug.DrawLine(new Vector3(min.x, min.y, max.z), new Vector3(max.x, min.y, max.z), color, duration, depthTest); Debug.DrawLine(new Vector3(min.x, min.y, max.z), new Vector3(max.x, min.y, max.z), color, duration, depthTest);
@ -48,10 +59,10 @@ public static class DebugExtensions
/// <param name="Extent">extent of cube (half of size)</param> /// <param name="Extent">extent of cube (half of size)</param>
/// <param name="color">Color of lines</param> /// <param name="color">Color of lines</param>
/// <param name="duration">Amount of time cube is displayed</param> /// <param name="duration">Amount of time cube is displayed</param>
public static void DrawCube(Vector3 Position, float Extent, Color color, float duration)
public static void DrawCube(Vector3 Position, float Extent, Color color, float duration, bool isGizmo = false)
{ {
//Call overload funtion //Call overload funtion
DrawCube(Position, Vector3.one * Extent, color, duration);
DrawCube(Position, Vector3.one * Extent, color, duration,false);
} }
@ -84,7 +95,7 @@ public static class DebugExtensions
DrawRect(rect, color, duration, depthTest); DrawRect(rect, color, duration, depthTest);
} }
}//End DebugExtentions }//End DebugExtentions

+ 23
- 14
Assets/Scripts/blockSpawn.cs View File

@ -13,9 +13,9 @@ public class blockSpawn : MonoBehaviour
List<ClientData> ConnectedClients; List<ClientData> ConnectedClients;
public ClientList clientDataList; public ClientList clientDataList;
public Block[] SpawnBlocks;
public List<Block> SpawnBlocks;
List<Vector3> spawnedLocations; List<Vector3> spawnedLocations;
List<Block> possibleSpawnLocations;
public List<Block> possibleSpawnLocations;
int spawnNumber = 2; int spawnNumber = 2;
void Awake() void Awake()
@ -26,8 +26,8 @@ public class blockSpawn : MonoBehaviour
} }
public void wakeup() public void wakeup()
{ {
SpawnBlocks.ToList().Clear();
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isCollectableSpawnable).ToArray();
SpawnBlocks.Clear();
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isCollectableSpawnable).ToList();
} }
public void Spawn() public void Spawn()
@ -36,13 +36,15 @@ public class blockSpawn : MonoBehaviour
ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x)); ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
//add two to each to set bounds //add two to each to set bounds
int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x + 3;
int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x + 2;
int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x +2;
//Debug.Log("Min x: " + min_x + " max x: " + max_x);
//Check points within the bounds of players //Check points within the bounds of players
foreach(Block point in SpawnBlocks) foreach(Block point in SpawnBlocks)
{ {
if(point.transform.position.x > min_x && point.transform.position.x < max_x)
//Debug.Log("Position: " + point.transform.position.x + " and " + point.transform.position.z);
if(point.transform.position.x >= min_x && point.transform.position.x <= max_x)
{ {
possibleSpawnLocations.Add(point); possibleSpawnLocations.Add(point);
} }
@ -50,14 +52,21 @@ public class blockSpawn : MonoBehaviour
//pick a random value from those available, checks the location //pick a random value from those available, checks the location
//then removes it to remove the possibility of duplicates //then removes it to remove the possibility of duplicates
while(spawnNumber > 0)
//Debug.Log(possibleSpawnLocations.Count);
if(possibleSpawnLocations.Count > 0)
{ {
int choice = Random.Range(0, possibleSpawnLocations.Count - 1);
bool spawned = checkLocation(possibleSpawnLocations[choice].transform.position);
if (spawned == true)
while (spawnNumber > 0)
{ {
possibleSpawnLocations.RemoveAt(choice);
spawnNumber--;
if(possibleSpawnLocations.Count > 0){
int choice = Random.Range(0, possibleSpawnLocations.Count - 1);
bool spawned = checkLocation(possibleSpawnLocations[choice].transform.position);
if (spawned == true)
{
possibleSpawnLocations.RemoveAt(choice);
spawnNumber--;
}
}
} }
} }
spawnNumber = 2; spawnNumber = 2;
@ -123,6 +132,6 @@ public class blockSpawn : MonoBehaviour
int number = Random.Range(0, listtoUse.Length-1); int number = Random.Range(0, listtoUse.Length-1);
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = listtoUse[number].element; block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = listtoUse[number].element;
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = listtoUse[number].Count;
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = 1;
} }
} }

+ 3
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assetBundleName:
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version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
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size 2232
oid sha256:7be799905646e6d7aaab37702ab8e14db03f14e8814c42bb9471fdcb8028125e
size 1282

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version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:06f2c9c42c3e01f1143d4c15cfe4f316cfab490aba17fde694e466c130d4e3a4
size 2359
oid sha256:758221ccdd8ed2b386a3367cc69cc6c5466fe975c0b4a77ac65f68abcdaa7ffd
size 2428

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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
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size 20392
oid sha256:33ce654bd4b3898466537593d9c857378b5209e6a58a289ec29fb28490560b89
size 20897

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