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// Made with Amplify Shader Editor | |||||
// Available at the Unity Asset Store - http://u3d.as/y3X | |||||
Shader "MajorProject/ColorMask" | |||||
{ | |||||
Properties | |||||
{ | |||||
_Albedo("Albedo", 2D) = "white" {} | |||||
_Normal("Normal", 2D) = "bump" {} | |||||
_Smoothness("Smoothness", 2D) = "black" {} | |||||
_Mask("Mask", 2D) = "black" {} | |||||
_NewColor("New Color", Color) = (1,1,1,1) | |||||
_Multiplier("Multiplier", Range( 0 , 1)) = 0 | |||||
_RemapMin("Remap Min", Float) = 0 | |||||
_RemapMax("Remap Max", Float) = 1 | |||||
[Toggle(_OPACITYMASK_ON)] _OpacityMask("Opacity Mask", Float) = 0 | |||||
_Cutoff( "Mask Clip Value", Float ) = 0.5 | |||||
[HideInInspector] _texcoord( "", 2D ) = "white" {} | |||||
[HideInInspector] __dirty( "", Int ) = 1 | |||||
} | |||||
SubShader | |||||
{ | |||||
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest+0" } | |||||
Cull Back | |||||
CGPROGRAM | |||||
#pragma target 3.5 | |||||
#pragma shader_feature _OPACITYMASK_ON | |||||
#pragma surface surf Standard keepalpha addshadow fullforwardshadows | |||||
struct Input | |||||
{ | |||||
float2 uv_texcoord; | |||||
}; | |||||
uniform sampler2D _Normal; | |||||
uniform float4 _Normal_ST; | |||||
uniform sampler2D _Albedo; | |||||
uniform float4 _Albedo_ST; | |||||
uniform float4 _NewColor; | |||||
uniform sampler2D _Mask; | |||||
uniform float4 _Mask_ST; | |||||
uniform float _Multiplier; | |||||
uniform float _RemapMin; | |||||
uniform float _RemapMax; | |||||
uniform sampler2D _Smoothness; | |||||
uniform float4 _Smoothness_ST; | |||||
uniform float _Cutoff = 0.5; | |||||
void surf( Input i , inout SurfaceOutputStandard o ) | |||||
{ | |||||
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw; | |||||
o.Normal = UnpackNormal( tex2D( _Normal, uv_Normal ) ); | |||||
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw; | |||||
float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw; | |||||
float4 tex2DNode40 = tex2D( _Mask, uv_Mask ); | |||||
float GreyScale57 = tex2DNode40.g; | |||||
float Mask56 = tex2DNode40.r; | |||||
float Gradient58 = tex2DNode40.b; | |||||
float clampResult49 = clamp( ( Mask56 * ( Gradient58 + (_RemapMin + (_Multiplier - 0.0) * (_RemapMax - _RemapMin) / (1.0 - 0.0)) ) ) , 0.0 , 1.0 ); | |||||
float4 lerpResult37 = lerp( tex2D( _Albedo, uv_Albedo ) , ( _NewColor * GreyScale57 ) , clampResult49); | |||||
o.Albedo = lerpResult37.rgb; | |||||
float2 uv_Smoothness = i.uv_texcoord * _Smoothness_ST.xy + _Smoothness_ST.zw; | |||||
o.Smoothness = tex2D( _Smoothness, uv_Smoothness ).r; | |||||
o.Alpha = 1; | |||||
#ifdef _OPACITYMASK_ON | |||||
float staticSwitch62 = Mask56; | |||||
#else | |||||
float staticSwitch62 = 1.0; | |||||
#endif | |||||
clip( staticSwitch62 - _Cutoff ); | |||||
} | |||||
ENDCG | |||||
} | |||||
Fallback "Diffuse" | |||||
CustomEditor "ASEMaterialInspector" | |||||
} | |||||
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using Networking.Server; | |||||
using TMPro; | |||||
using UnityEngine.UI; | |||||
public class ColorGameMode : GameMode | |||||
{ | |||||
public int MaxRound = 5; | |||||
private int RoundCount = 0; | |||||
public GameObject counterScore; | |||||
public GameObject colorCube; | |||||
private int counter = 1; | |||||
private GameObject[] objs; | |||||
public Texture playerTexture; | |||||
private LayerMask Ignore; | |||||
public List<ClientData> ConnectedClients; | |||||
public GameObject levelScoreboard; | |||||
public GameObject[] players = new GameObject[4]; | |||||
public GameObject[] scores = new GameObject[4]; | |||||
public ScoreBoard mainscoreboard; | |||||
void Start(){ | |||||
counterScore.GetComponent<TextMeshProUGUI>().text = counter.ToString(); | |||||
objs = GameObject.FindGameObjectsWithTag("Coloured"); | |||||
} | |||||
/// <summary> | |||||
/// Called once all players have finished their moves but before the Objective is checked | |||||
/// </summary> | |||||
public override void OnRoundFinished() | |||||
{ | |||||
RoundCount++; | |||||
} | |||||
/// <summary> | |||||
/// Checks if the Game is finished | |||||
/// </summary> | |||||
/// <returns>returns if game is finished</returns> | |||||
public override bool isGameOver() | |||||
{ | |||||
return (RoundCount <= MaxRound); | |||||
} | |||||
/// <summary> | |||||
/// couroutine to display level scores | |||||
/// </summary> | |||||
IEnumerator displayforSeconds(GameObject display, float time) | |||||
{ | |||||
display.SetActive (true); | |||||
yield return new WaitForSeconds(time); | |||||
display.SetActive (false); | |||||
mainscoreboard.endGame(); | |||||
} | |||||
/// <summary> | |||||
/// calculates and assigns scores in desc order, call coroutine | |||||
/// </summary> | |||||
public void levelComplete(ClientList clientDataList) | |||||
{ | |||||
ConnectedClients = clientDataList.ConnectedClients; | |||||
ConnectedClients.Sort((a, b) => b.collected.CompareTo(a.collected)); | |||||
for (int i = 0; i<ConnectedClients.Count; i++){ | |||||
players[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].Name; | |||||
scores[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].collected.ToString(); | |||||
} | |||||
StartCoroutine(displayforSeconds(levelScoreboard, 10.0f)); | |||||
} | |||||
/// <summary> | |||||
/// Called once per player after they have moved onto a block | |||||
/// </summary> | |||||
/// <param name="character">Character which moved</param> | |||||
/// <param name="client">Client of the character</param> | |||||
/// <param name="currentBlock">Block moved onto</param> | |||||
public override void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock) | |||||
{ | |||||
string clientTexture = client.Color + "Grass"; | |||||
playerTexture = Resources.Load<Texture>(clientTexture); | |||||
//Resources.Load<Texture2D>(clientTexture); | |||||
//Code for changing block color; | |||||
//Block.isBlockAtPosition(transform.position + Vector3.down / 2, 0.5f, ~Ignore, out CurrentBlock); | |||||
Renderer abc = currentBlock.GetComponent<Renderer>(); | |||||
if(abc.material.GetTexture("_Albedo") != playerTexture){ | |||||
abc.material.SetTexture("_Albedo", playerTexture); | |||||
} | |||||
//Code for updating player scores; | |||||
colorCube.GetComponent<Image>().color = client.Color; | |||||
counter = 1; | |||||
foreach(GameObject a in objs){ | |||||
abc = a.GetComponent<Renderer>(); | |||||
if (abc.material.GetTexture("_Albedo") == playerTexture) | |||||
{ | |||||
counter++; | |||||
} | |||||
} | |||||
counterScore.GetComponent<TextMeshProUGUI>().text = counter.ToString(); | |||||
client.collected = counter; | |||||
} | |||||
} |
@ -1,5 +1,5 @@ | |||||
fileFormatVersion: 2 | fileFormatVersion: 2 | ||||
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folderAsset: yes | folderAsset: yes | ||||
DefaultImporter: | DefaultImporter: | ||||
externalObjects: {} | externalObjects: {} |
@ -0,0 +1,137 @@ | |||||
using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using Networking.Server; | |||||
using TMPro; | |||||
using UnityEngine.UI; | |||||
[CreateAssetMenu(menuName = "Major Project/GameModes/Color Collide", order = 201)] | |||||
public class ColorGameMode : GameMode | |||||
{ | |||||
public int MaxRound = 5; | |||||
public Material OverlayMaterial; | |||||
private int RoundCount = 0; | |||||
private Dictionary<ClientData, List<Block>> BlocksOwned; | |||||
/// <summary> | |||||
/// Called once all players have finished their moves but before the Objective is checked | |||||
/// </summary> | |||||
protected override void OnRoundEnd(PlayerData[] allPlayers) | |||||
{ | |||||
RoundCount++; | |||||
} | |||||
/// <summary> | |||||
/// Checks if the Game is finished | |||||
/// </summary> | |||||
/// <returns>returns if game is finished</returns> | |||||
public override bool isGameOver(PlayerData[] allPlayers) | |||||
{ | |||||
return (RoundCount <= MaxRound); | |||||
} | |||||
/// <summary> | |||||
/// Called once per player after they have moved onto a block | |||||
/// </summary> | |||||
/// <param name="character">Character which moved</param> | |||||
/// <param name="client">Client of the character</param> | |||||
/// <param name="currentBlock">Block moved onto</param> | |||||
protected override void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock) | |||||
{ | |||||
ClientData OwnedClient; | |||||
Material overlay = null; | |||||
if (isOwned(currentBlock, out OwnedClient)) | |||||
{ | |||||
if (OwnedClient == client) | |||||
return; | |||||
BlocksOwned[OwnedClient].Remove(currentBlock); | |||||
foreach (Material mat in currentBlock.GetComponent<Renderer>().materials) | |||||
{ | |||||
if (mat.name == OverlayMaterial.name + " (Instance)") | |||||
overlay = mat; | |||||
} | |||||
} | |||||
if (overlay == null) | |||||
{ | |||||
overlay = new Material(OverlayMaterial); | |||||
List<Material> mats = new List<Material>(currentBlock.GetComponent<Renderer>().materials); | |||||
mats.Add(overlay); | |||||
currentBlock.GetComponent<Renderer>().materials = mats.ToArray(); | |||||
} | |||||
overlay.SetColor("_NewColor", client.Color); | |||||
if (!BlocksOwned.ContainsKey(client)) | |||||
BlocksOwned.Add(client, new List<Block>()); | |||||
BlocksOwned[client].Add(currentBlock); | |||||
if (overlay != null) | |||||
currentBlock.StartCoroutine(AnimateBlock(overlay, 0.25f)); | |||||
} | |||||
protected override void OnRoundStart(PlayerData[] allPlayers) | |||||
{ | |||||
} | |||||
protected override void OnAllPlayersFinishedMove(PlayerData[] allPlayers) | |||||
{ | |||||
foreach (PlayerData player in allPlayers) | |||||
{ | |||||
if (BlocksOwned.ContainsKey(player.client)) | |||||
player.client.collected = BlocksOwned[player.client].Count; | |||||
else | |||||
player.client.collected = 0; | |||||
} | |||||
} | |||||
protected override void OnGameOver(PlayerData[] allPlayers) | |||||
{ | |||||
throw new System.NotImplementedException(); | |||||
} | |||||
private bool isOwned(Block block, out ClientData client) | |||||
{ | |||||
client = null; | |||||
foreach (KeyValuePair<ClientData, List<Block>> ownedList in BlocksOwned) | |||||
{ | |||||
if (ownedList.Value.Contains(block)) | |||||
{ | |||||
client = ownedList.Key; | |||||
return true; | |||||
} | |||||
} | |||||
return false; | |||||
} | |||||
private IEnumerator AnimateBlock(Material mat, float time) | |||||
{ | |||||
float timeElasped = 0; | |||||
while (timeElasped < time) | |||||
{ | |||||
mat.SetFloat("_Multiplier", (timeElasped / time)); | |||||
yield return new WaitForEndOfFrame(); | |||||
timeElasped += Time.deltaTime; | |||||
} | |||||
mat.SetFloat("_Multiplier", 1); | |||||
} | |||||
protected override void OnGameStart(PlayerData[] allPlayers) | |||||
{ | |||||
BlocksOwned = new Dictionary<ClientData, List<Block>>(); | |||||
} | |||||
} |
@ -0,0 +1,47 @@ | |||||
using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
using TMPro; | |||||
using Networking.Server; | |||||
public class ScoreDisplay : MonoBehaviour | |||||
{ | |||||
public List<ClientData> ConnectedClients; | |||||
public GameObject levelScoreboard; | |||||
public GameObject[] players = new GameObject[4]; | |||||
public GameObject[] scores = new GameObject[4]; | |||||
public ScoreBoard mainscoreboard; | |||||
/// <summary> | |||||
/// calculates and assigns scores in desc order, call coroutine | |||||
/// </summary> | |||||
public void levelComplete(ClientList clientDataList) | |||||
{ | |||||
ConnectedClients = clientDataList.ConnectedClients; | |||||
ConnectedClients.Sort((a, b) => b.collected.CompareTo(a.collected)); | |||||
for (int i = 0; i < ConnectedClients.Count; i++) | |||||
{ | |||||
players[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].Name; | |||||
scores[i].GetComponent<TextMeshProUGUI>().text = ConnectedClients[i].collected.ToString(); | |||||
} | |||||
StartCoroutine(displayforSeconds(levelScoreboard, 10.0f)); | |||||
} | |||||
/// <summary> | |||||
/// couroutine to display level scores | |||||
/// </summary> | |||||
IEnumerator displayforSeconds(GameObject display, float time) | |||||
{ | |||||
display.SetActive(true); | |||||
yield return new WaitForSeconds(time); | |||||
display.SetActive(false); | |||||
mainscoreboard.endGame(); | |||||
} | |||||
} |
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using System.Collections; | |||||
using System.Collections.Generic; | |||||
using UnityEngine; | |||||
public class ComplexLogicElementUI : LogicElementUI | |||||
{ | |||||
public CombinedBlock combinedFunction { get { return LogicElement as CombinedBlock; } } | |||||
public override void UpdateUI() | |||||
{ | |||||
base.UpdateUI(); | |||||
//transform.localScale += Vector3.right * LogicElement.Size(); | |||||
} | |||||
} |
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spriteMeshType: 1 | |||||
alignment: 0 | |||||
spritePivot: {x: 0.5, y: 0.5} | |||||
spritePixelsToUnits: 100 | |||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0} | |||||
spriteGenerateFallbackPhysicsShape: 1 | |||||
alphaUsage: 1 | |||||
alphaIsTransparency: 0 | |||||
spriteTessellationDetail: -1 | |||||
textureType: 0 | |||||
textureShape: 1 | |||||
singleChannelComponent: 0 | |||||
maxTextureSizeSet: 0 | |||||
compressionQualitySet: 0 | |||||
textureFormatSet: 0 | |||||
platformSettings: | |||||
- serializedVersion: 2 | |||||
buildTarget: DefaultTexturePlatform | |||||
maxTextureSize: 2048 | |||||
resizeAlgorithm: 0 | |||||
textureFormat: -1 | |||||
textureCompression: 1 | |||||
compressionQuality: 50 | |||||
crunchedCompression: 0 | |||||
allowsAlphaSplitting: 0 | |||||
overridden: 0 | |||||
androidETC2FallbackOverride: 0 | |||||
spriteSheet: | |||||
serializedVersion: 2 | |||||
sprites: [] | |||||
outline: [] | |||||
physicsShape: [] | |||||
bones: [] | |||||
spriteID: | |||||
vertices: [] | |||||
indices: | |||||
edges: [] | |||||
weights: [] | |||||
spritePackingTag: | |||||
pSDRemoveMatte: 0 | |||||
pSDShowRemoveMatteOption: 0 | |||||
userData: | |||||
assetBundleName: | |||||
assetBundleVariant: |