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mode 100644 index 0000000..040d0d1 --- /dev/null +++ b/Assets/Scenes/RaceTrack.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 75383443d04c6964ca178c64186f97cc +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/GameManagerRacetrack.cs b/Assets/Scripts/Managers/GameManagerRacetrack.cs new file mode 100644 index 0000000..72c35ba --- /dev/null +++ b/Assets/Scripts/Managers/GameManagerRacetrack.cs @@ -0,0 +1,189 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.Networking; +using Networking.Server; +using Networking; +using UnityEngine.SceneManagement; + + +public class GameManagerRacetrack : MonoBehaviour +{ + #region Inspector Field + [Header("Settings")] + [SerializeField] + private float AnimationTime; + [SerializeField] + private GameModeReference CurrentGameMode; + + + [Header("References")] + [SerializeField] + [Tooltip("Prefab of character for players to play")] + private Character characterPrefab; + + [SerializeField] + private ServerObject server; + + [SerializeField] + private ClientList ClientList; + + #endregion Inspector Field + + + #region Private Variables + private Dictionary playerData; + private GameMode gamemode; + #endregion Private Variables + + #region Read Only + private IEnumerable playerArray { get { return playerData.Values; } } + #endregion Read Only + + public GameObject levelInfo; + public blockSpawn bspawn; + + public void Awake() + { + gamemode = CurrentGameMode.Value; + RegisterHandlers(); + SpawnCharacters(); + ClientList.ForEach(p => p.ChangeScene("ClientScene")); + } + + private void Start() + { + StartCoroutine(displayforSeconds(levelInfo, 5.0f)); + gamemode.GameStart(playerArray.ToArray()); + StartRound(); + } + + private void Update() + { + server.ServerUpdate(); + } + + IEnumerator displayforSeconds(GameObject display, float time) + { + display.SetActive (true); + yield return new WaitForSeconds(time); + display.SetActive (false); + } + + private void RecieveLogicList(NetworkMessage msg) + { + LogicProtocols.LogicMsg logicMsg; + if (!msg.TryRead(out logicMsg)) + return; + + Debug.Log("Recieved function from " + msg.conn.connectionId); + + playerData[msg.conn.connectionId].blockReader.LogicChain = new List(logicMsg.elements); + playerData[msg.conn.connectionId].recievedList = true; + + if (playerData.All(p => p.Value.recievedList)) + DoRoundRoutine(); + } + + private void DoRoundRoutine() + { + Debug.Log("Starting Round"); + StartCoroutine(RoundRoutine()); + } + + private void StartRound() + { + gamemode.RoundStart(playerArray.ToArray()); + LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg( gamemode.GetRoundTime()); + bspawn.Spawn(); + playerArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime)); + } + + private IEnumerator RoundRoutine() + { + playerArray.ForEach(p => p.recievedList = false); + + //Debug.Log("Doing Round Routine"); + + while (playerArray.Any(p => !p.blockReader.Finished)) + { + //Debug.Log("One Move"); + foreach (PlayerData player in playerArray) + StartCoroutine(RunOnce(player)); + + //wait until all players have finished + yield return new WaitUntil(() => playerArray.All(p => p.waiting)); + + gamemode.FinishedMove(playerArray.ToArray()); + playerArray.ForEach(p => p.client.SendScore()); + + } + + if (gamemode.isGameOver(playerArray.ToArray())) + { + Debug.Log("Game Over"); + SceneManager.LoadScene("ScoreBoards"); + } + + gamemode.RoundEnd(playerArray.ToArray()); + + foreach (PlayerData player in playerArray) + { + player.blockReader.Reset(); + player.waiting = false; + player.client.SendInventory(); + player.client.ChangeScene("ClientScene"); + } + //Debug.Log("Finished Moving"); + + StartRound(); + } + + private void SpawnCharacters() + { + playerData = new Dictionary(); + Block[] SpawnBlocks = FindObjectsOfType().Where(p => p.isSpawnable).ToArray(); + + int spawnIndex = 0; + foreach (ClientData client in ClientList) + { + Character newChar = Instantiate(characterPrefab); + Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)]; + newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal); + newChar.transform.forward = startingBlock.SpawnDirection.ToVector(); + playerData.Add(client.ID, new PlayerData(newChar,client)); + newChar.ClientLink = client; + client.playerCharacter = newChar; + } + } + + private void RegisterHandlers() + { + server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList); + } + + private IEnumerator RunOnce(PlayerData data) + { + data.waiting = false; + bool blockFinished = false; + float waitTime; + while (!blockFinished && !data.blockReader.Finished) + { + //Debug.Log(data.client + "Moving once"); + + if (data.blockReader.CurrentBlock != null && !data.blockReader.CurrentBlock.hasBeenRemoved) + { + data.client.Inventory.Remove(data.blockReader.CurrentBlock); + data.blockReader.CurrentBlock.hasBeenRemoved = true; + } + + blockFinished = data.blockReader.Read(data.character, AnimationTime,out waitTime); + + //Debug.Log("Waiting: " + waitTime); + yield return new WaitForSeconds(waitTime); + gamemode.OnePlayerMoved(data); + } + data.waiting = true; + } +} diff --git a/Assets/Scripts/Managers/GameManagerRacetrack.cs.meta b/Assets/Scripts/Managers/GameManagerRacetrack.cs.meta new file mode 100644 index 0000000..ce2dbec --- /dev/null +++ b/Assets/Scripts/Managers/GameManagerRacetrack.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 87e8efe34e51a8e439656a3512097f21 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: