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Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a

# Conflicts:
#	Assets/Prefabs/Map Sections/Start 4-player.prefab
master
s3607057 (Angus Niven) 5 years ago
parent
commit
98e81ec3be
35 changed files with 434 additions and 273 deletions
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  21. +7
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  28. +1
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  29. +1
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  30. +17
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  31. +12
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  34. +1
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SpawnDirection: 2
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Assets/Prefabs/Traps/ShootingCannon + Block.prefab View File

@ -24,7 +24,7 @@ Transform:
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m_PrefabAsset: {fileID: 0} m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6179448856766749154} m_GameObject: {fileID: 6179448856766749154}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.5, y: -0.5, z: -0.5} m_LocalPosition: {x: -0.5, y: -0.5, z: -0.5}
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children:
@ -47,8 +47,13 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
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is_Walkable: 0
isWater: 0
isPit: 0
isSpawnable: 0
SpawnDirection: 2
shootingRight: 1 shootingRight: 1
triggeranimate: 0
shootingObject: {fileID: 3506936643819969965, guid: e8cf547bc36bd094f860f652fbe08047, shootingObject: {fileID: 3506936643819969965, guid: e8cf547bc36bd094f860f652fbe08047,
type: 3} type: 3}
spawnLocation: {fileID: 6183695074135418386} spawnLocation: {fileID: 6183695074135418386}

+ 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:d5b17b077ec5bf78c41162b5e3c5024b0c8c06fc191232c67d00d4ec4a1de61f
size 30956
oid sha256:8be6d12cb624b41bbec4263d925f0ff9c62f13f2a60df314dae7bfa3c3132aeb
size 33586

+ 2
- 2
Assets/Scenes/Menus/Lobby.unity View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:6d468b9a3a6350ef29c53054b57586286bf9187c8023a26dc2b1add45b8465c0
size 46620
oid sha256:6f20ea3050a82f28cd55b2c1ff133057d302ec2ecec14f3f0b59477598461b08
size 45816

+ 1
- 1
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -197,7 +197,7 @@ public class RacetrackGameMode : GameMode
{ {
character.stuck = true; character.stuck = true;
} }
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
//Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
} }
protected override void OnPlayerKilled(Character character, ClientData client) protected override void OnPlayerKilled(Character character, ClientData client)

+ 1
- 1
Assets/Scripts/LevelBlocks/Water.cs View File

@ -51,7 +51,7 @@ public class Water : ActiveBlock
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers) public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{ {
Debug.Log("reseting water");
//Debug.Log("reseting water");
if (trappedCharacter != null) if (trappedCharacter != null)
{ {

+ 10
- 2
Assets/Scripts/Managers/GameManager.cs View File

@ -29,6 +29,8 @@ public class GameManager : MonoBehaviour
[SerializeField] [SerializeField]
private ClientList ClientList; private ClientList ClientList;
public blockSpawn spawnBlock;
#endregion Inspector Field #endregion Inspector Field
#region Private Variables #region Private Variables
@ -52,6 +54,7 @@ public class GameManager : MonoBehaviour
private void Start() private void Start()
{ {
spawnBlock = gameObject.GetComponent<blockSpawn>();
//Start Game //Start Game
StartCoroutine(GameRoutine()); StartCoroutine(GameRoutine());
@ -84,6 +87,9 @@ public class GameManager : MonoBehaviour
//Allows game mode to instantiate anything it might need; //Allows game mode to instantiate anything it might need;
gameMode.PreGameStart(); gameMode.PreGameStart();
//gets list of items to check spawn locations
spawnBlock.wakeup();
//Spawn Characters and tell let the GameMode do anything with the characters it might want //Spawn Characters and tell let the GameMode do anything with the characters it might want
SpawnCharacters(); SpawnCharacters();
playerDataAsArray.ForEach(p => p.client.SendLives()); playerDataAsArray.ForEach(p => p.client.SendLives());
@ -98,7 +104,7 @@ public class GameManager : MonoBehaviour
//I hate having to do this //I hate having to do this
EnvironmentBlocks = FindObjectsOfType<ActiveBlock>(); EnvironmentBlocks = FindObjectsOfType<ActiveBlock>();
Debug.Log("Active blocks found: " + EnvironmentBlocks.Length);
//Debug.Log("Active blocks found: " + EnvironmentBlocks.Length);
//Routine for players movement //Routine for players movement
yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine; yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine;
@ -167,6 +173,8 @@ public class GameManager : MonoBehaviour
removePlayer(player); removePlayer(player);
} }
} }
//spawn collectible logic blocks
spawnBlock.Spawn();
//Reset some player Data //Reset some player Data
@ -246,7 +254,7 @@ public class GameManager : MonoBehaviour
int blockIndex = 0; int blockIndex = 0;
foreach (Block block in SpawnBlocks) foreach (Block block in SpawnBlocks)
{ {
Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
//Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
} }
//int spawnIndex = 0; //int spawnIndex = 0;

+ 22
- 23
Assets/Scripts/Map Generation/MapManager.cs View File

@ -55,11 +55,11 @@ public class MapManager : ScriptableObject
} }
} }
Debug.Log("sections.Count = " + sections.Count);
//Debug.Log("sections.Count = " + sections.Count);
foreach (MapSection section in sections) foreach (MapSection section in sections)
{ {
Debug.Log("Possible section: " + section.name);
//Debug.Log("Possible section: " + section.name);
} }
initialPlayerCount = clients.ConnectedClients.Count; initialPlayerCount = clients.ConnectedClients.Count;
@ -182,14 +182,14 @@ public class MapManager : ScriptableObject
foreach (MapSection section in validSections) foreach (MapSection section in validSections)
{ {
Debug.Log("Valid section: " + section.name);
//Debug.Log("Valid section: " + section.name);
}/**/ }/**/
Debug.Log("Choosing section");
//Debug.Log("Choosing section");
MapSection nextSection = validSections[(int)Random.Range(0.0f, (float)validSections.Count)]; MapSection nextSection = validSections[(int)Random.Range(0.0f, (float)validSections.Count)];
Debug.Log("Chosen section: " + nextSection.name);
//Debug.Log("Chosen section: " + nextSection.name);
addSection(nextSection); addSection(nextSection);
} }
@ -221,29 +221,28 @@ public class MapManager : ScriptableObject
{ {
int connections = 0; int connections = 0;
Debug.Log("Checking " + first.name + ", " + second.name);
//Debug.Log("Checking " + first.name + ", " + second.name);
//if (second.difficulty < diffMin || second.difficulty > diffMax) //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 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);
//Debug.Log("Difficulty = " + difficulty + ", max = " + second.difficultyMax + ", min = " + second.difficultyMin);
return false; return false;
} }
if (second.widthIn < widthMin || second.widthIn > widthMax) //And that it's in the right width range 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);
//Debug.Log("width = " + second.widthIn + ", max = " + widthMin + ", min = " + widthMax);
return false; return false;
} }
//Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name);
////Debug.Log("Checking sections: first = " + first.name + ", second = " + second.name);
foreach (GameObject exit in first.exits) foreach (GameObject exit in first.exits)
{ {
foreach (GameObject entry in second.entrances) 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)) if (checkConnection(exit, entry))
{ {
connections++; connections++;
@ -251,15 +250,15 @@ public class MapManager : ScriptableObject
} }
} }
//Debug.Log("Connections = " + connections);
////Debug.Log("Connections = " + connections);
if (connections >= minConns) if (connections >= minConns)
{ {
//Debug.Log("Valid section!");
////Debug.Log("Valid section!");
} }
else else
{ {
//Debug.Log("Invalid section!");
////Debug.Log("Invalid section!");
} }
return (connections >= minConns); return (connections >= minConns);
@ -267,12 +266,12 @@ public class MapManager : ScriptableObject
bool checkConnection(GameObject exit, GameObject entry) bool checkConnection(GameObject exit, GameObject entry)
{ {
/*Debug.Log("Checking connections: exit = " + exit.transform.localPosition.z + ", " + exit.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);*/ + ", entry = " + entry.transform.localPosition.z + ", " + entry.transform.localPosition.x);*/
//If the squares being checked don't line up, the connection is invalid //If the squares being checked don't line up, the connection is invalid
if (exit.transform.localPosition.z != entry.transform.localPosition.z) if (exit.transform.localPosition.z != entry.transform.localPosition.z)
{ {
//Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z);
////Debug.Log(exit.transform.localPosition.z + " != " + entry.transform.localPosition.z);
return false; return false;
} }
@ -280,22 +279,22 @@ public class MapManager : ScriptableObject
//It's technically possible to cross two water blocks, but we don't count that //It's technically possible to cross two water blocks, but we don't count that
if (requiresJump(exit) && requiresJump(entry)) if (requiresJump(exit) && requiresJump(entry))
{ {
//Debug.Log("Invalid connection - both water");
////Debug.Log("Invalid connection - both water");
return false; return false;
} }
//Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable);
////Debug.Log("Exit.is_Walkable = " + exit.GetComponent<Block>().is_Walkable + ", Entry.is_Walkable = " + entry.GetComponent<Block>().is_Walkable);
//Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid //Since we currently don't let people jump over walls, if either block is a wall, the connection is invalid
if (isWall(exit) || isWall(entry)) if (isWall(exit) || isWall(entry))
{ {
//Debug.Log("Invalid connection - not walkable");
////Debug.Log("Invalid connection - not walkable");
return false; return false;
} }
//Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater);
////Debug.Log("Exit.isWater = " + exit.GetComponent<Block>().isWater + ", Entry.isWater = " + entry.GetComponent<Block>().isWater);
//Debug.Log("Valid connection!");
////Debug.Log("Valid connection!");
//If we've passed all these tests, the connection is valid! //If we've passed all these tests, the connection is valid!
return true; return true;
@ -390,7 +389,7 @@ public class MapManager : ScriptableObject
{ {
if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount)) if (clients.ConnectedClients.Count <= (float)(0.5f * initialPlayerCount))
{ {
Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below");
//Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count at half or below");
/*diffMin++; /*diffMin++;
diffMax++;*/ diffMax++;*/
difficulty++; difficulty++;
@ -401,7 +400,7 @@ public class MapManager : ScriptableObject
if (clients.ConnectedClients.Count <= (float)(0.33f * initialPlayerCount)) if (clients.ConnectedClients.Count <= (float)(0.33f * initialPlayerCount))
{ {
Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%");
//Debug.Log("Initial players = " + initialPlayerCount + ", current players = " + clients.ConnectedClients.Count + ", player count below 33%");
/*diffMin++; /*diffMin++;
diffMax += 2;*/ diffMax += 2;*/
difficulty += 2; difficulty += 2;

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

@ -34,7 +34,7 @@ namespace Networking.Server {
{ {
LoginHandler.ConnectedClients = new List<ClientData>(); LoginHandler.ConnectedClients = new List<ClientData>();
LoginHandler.DisconnectedClients = new List<ClientData>(); LoginHandler.DisconnectedClients = new List<ClientData>();
Debug.Log("Starting Server on " + port);
//Debug.Log("Starting Server on " + port);
server = new NetworkServerSimple(); server = new NetworkServerSimple();
server.useWebSockets = useWebSockets; server.useWebSockets = useWebSockets;

+ 1
- 1
Assets/Scripts/Traps/ConveyorBelt.cs View File

@ -20,7 +20,7 @@ public class ConveyorBelt : ActiveBlock
{ {
if (CurrentPlayer != null) if (CurrentPlayer != null)
{ {
Debug.Log("currentPlayer: " + CurrentPlayer);
//Debug.Log("currentPlayer: " + CurrentPlayer);
yield return StartCoroutine(Action.Run(CurrentPlayer, 1,true)); yield return StartCoroutine(Action.Run(CurrentPlayer, 1,true));
} }

+ 17
- 18
Assets/Scripts/Traps/CrushingBoulder.cs View File

@ -3,14 +3,16 @@ using System.Collections.Generic;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
public class CrushingBoulder : MonoBehaviour
public class CrushingBoulder : ActiveBlock
{ {
public bool triggeranimate;
public bool triggeranimate1;
public int countdowntimer; public int countdowntimer;
public TextMeshPro counter; public TextMeshPro counter;
int countdown; int countdown;
public override int GetInitative()
{
return 3;
}
private void Start() private void Start()
{ {
countdown = countdowntimer; countdown = countdowntimer;
@ -19,6 +21,18 @@ public class CrushingBoulder : MonoBehaviour
{ {
counter.text = countdown.ToString(); counter.text = countdown.ToString();
} }
public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers)
{
countdown--;
if (countdown == 0)
{
StartCoroutine(FallRaiseCoroutine(-2.0f));
yield return new WaitForSeconds(5);
StartCoroutine(FallRaiseCoroutine(2.0f));
countdown = countdowntimer;
}
isFinished = true;
}
IEnumerator FallRaiseCoroutine(float dropDistance) IEnumerator FallRaiseCoroutine(float dropDistance)
{ {
@ -34,19 +48,4 @@ public class CrushingBoulder : MonoBehaviour
} }
transform.position = endPosition; transform.position = endPosition;
} }
public void Animate()
{
countdown--;
if (countdown == 0)
{
StartCoroutine(FallRaiseCoroutine(-2.0f));
countdown = countdowntimer;
returnToPosition();
}
}
public void returnToPosition()
{
StartCoroutine(FallRaiseCoroutine(2.0f));
}
} }

+ 12
- 13
Assets/Scripts/Traps/CubeWithCrystals.cs View File

@ -2,15 +2,22 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class CubeWithCrystals : MonoBehaviour
public class CubeWithCrystals : ActiveBlock
{ {
public GameObject crystals; public GameObject crystals;
public bool triggeranimate;
public bool triggeranimate1;
private void Update()
public override int GetInitative()
{ {
return 3;
}
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{
StartCoroutine(GrowCoroutine());
yield return new WaitForSeconds(5);
StartCoroutine(ShrinkCoroutine());
isFinished = true;
//yield break;
} }
IEnumerator GrowCoroutine() IEnumerator GrowCoroutine()
@ -27,6 +34,7 @@ public class CubeWithCrystals : MonoBehaviour
} }
crystals.transform.position = endPosition; crystals.transform.position = endPosition;
} }
IEnumerator ShrinkCoroutine() IEnumerator ShrinkCoroutine()
{ {
float elapsedTime = 0; float elapsedTime = 0;
@ -41,13 +49,4 @@ public class CubeWithCrystals : MonoBehaviour
} }
crystals.transform.position = endPosition; crystals.transform.position = endPosition;
} }
public void Animate()
{
StartCoroutine(GrowCoroutine());
}
public void returnToPosition()
{
StartCoroutine(ShrinkCoroutine());
}
} }

+ 9
- 3
Assets/Scripts/Traps/InGroundTrap.cs View File

@ -2,10 +2,16 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class InGroundTrap : MonoBehaviour
public class InGroundTrap : ActiveBlock
{ {
public void Animate()
public override int GetInitative()
{ {
Debug.Log("trap");
return 1;
}
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{
isFinished = true;
yield break;
} }
} }

+ 14
- 9
Assets/Scripts/Traps/ShootingCannon.cs View File

@ -4,16 +4,21 @@ using TMPro;
using UnityEngine; using UnityEngine;
public class ShootingCannon : MonoBehaviour
public class ShootingCannon : ActiveBlock
{ {
public bool shootingRight; public bool shootingRight;
public bool triggeranimate;
public GameObject shootingObject; public GameObject shootingObject;
public Transform spawnLocation; public Transform spawnLocation;
public TextMeshPro counter; public TextMeshPro counter;
public int countdowntimer; public int countdowntimer;
int countdown; int countdown;
public override int GetInitative()
{
//order
return 4;
}
private void Start() private void Start()
{ {
countdown = countdowntimer; countdown = countdowntimer;
@ -23,20 +28,20 @@ public class ShootingCannon : MonoBehaviour
counter.text = countdown.ToString(); counter.text = countdown.ToString();
} }
public void Animate()
public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers)
{ {
countdown--; countdown--;
if (countdown == 0){
if (countdown == 0)
{
GameObject shot = Instantiate(shootingObject, spawnLocation.position, Quaternion.identity); GameObject shot = Instantiate(shootingObject, spawnLocation.position, Quaternion.identity);
if (shootingRight == true)
{
if (shootingRight == true){
shot.GetComponent<Rigidbody>().AddForce(shot.transform.forward * -500); shot.GetComponent<Rigidbody>().AddForce(shot.transform.forward * -500);
}
else
{
}else{
shot.GetComponent<Rigidbody>().AddForce(shot.transform.forward * 500); shot.GetComponent<Rigidbody>().AddForce(shot.transform.forward * 500);
} }
countdown = countdowntimer; countdown = countdowntimer;
} }
isFinished = true;
yield break;
} }
} }

+ 1
- 1
Assets/Scripts/UI/Lobby/LobbyUIController.cs View File

@ -42,7 +42,7 @@ public class LobbyUIController : MonoBehaviour
private void DisplayClients(List<ClientData> data) private void DisplayClients(List<ClientData> data)
{ {
Debug.Log("Updating Connected Clients");
//Debug.Log("Updating Connected Clients");
foreach (Transform child in Content) foreach (Transform child in Content)
if (child.gameObject != ClientTag) if (child.gameObject != ClientTag)
Destroy(child.gameObject); Destroy(child.gameObject);

+ 48
- 125
Assets/Scripts/blockSpawn.cs View File

@ -7,47 +7,68 @@ public class blockSpawn : MonoBehaviour
{ {
[SerializeField] [SerializeField]
public Inventory.Data[] spawnLogicList; public Inventory.Data[] spawnLogicList;
public List<ClientData> ConnectedClients;
List<ClientData> ConnectedClients;
public ClientList clientDataList; public ClientList clientDataList;
public Block[] SpawnBlocks; public Block[] SpawnBlocks;
public List<Vector3> spawnedLocations;
int scoreDifference = 0;
float average = 0;
List<Vector3> spawnedLocations;
int min_z = -2, max_z = 2;
Vector3 spawnposition = new Vector3(0, 0, 0);
void Awake() void Awake()
{ {
ConnectedClients = clientDataList.ConnectedClients;
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
ConnectedClients = clientDataList.ConnectedClients;
spawnedLocations = new List<Vector3>(); spawnedLocations = new List<Vector3>();
} }
public void wakeup()
{
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
}
public void Spawn() public void Spawn()
{ {
getPlayerScores();
getPlayerLocations(ConnectedClients.ToArray(), 0.75f);
//second spawning block only if needed
/* if (scoreDifference > average)
/*
Get all player locations, get leader(biggest x position value) and min value
+2 to each value, set as min and man in random.range()
add locations to a list to ensure no duplicates
check not over pit or hole
*/
ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x + 2;
int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x + 2;
for(int i = 0; i < 2; i++)
{ {
List<ClientData> lessClients = new List<ClientData>(ConnectedClients);
lessClients.RemoveAt(lessClients.Count - 1);
getPlayerLocations(lessClients.ToArray(), 0.6f);
}*/
spawnposition = new Vector3(Random.Range(min_x, max_x), -0.5f, Random.Range(min_z, max_z));
checkLocation(spawnposition);
}
} }
private void getPlayerScores()
private void checkLocation(Vector3 spawnposition)
{ {
ConnectedClients.Sort((b, a) => a.Lives.CompareTo(b.Lives));
int totalScores = 0;
scoreDifference = ConnectedClients[0].Lives + ConnectedClients[ConnectedClients.Count-1].Lives;
//Debug.Log("score difference " + scoreDifference);
for(int i = 0; i < ConnectedClients.Count; i++)
bool duplicate = checkDuplicatePosition(spawnposition);
if (duplicate == false)
{
bool valid = checkValid(spawnposition);
if (valid == true)
{
spawnBlock(spawnposition);
}
else
{
//Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
//checkLocation(new Vector3(spawnposition.x, spawnposition.y + 1.5f, spawnposition.z));
Debug.Log("Fail one");
}
}
else
{ {
totalScores += ConnectedClients[i].Lives;
//this needs to be changed
//Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
//checkLocation(new Vector3(spawnposition.x, spawnposition.y + 1.5f, spawnposition.z));
Debug.Log("Fail two");
} }
average = totalScores / ConnectedClients.Count;
//Debug.Log("score average " + average);
} }
private bool checkDuplicatePosition(Vector3 spawnposition) private bool checkDuplicatePosition(Vector3 spawnposition)
@ -67,6 +88,7 @@ public class blockSpawn : MonoBehaviour
private bool checkValid(Vector3 spawnposition) private bool checkValid(Vector3 spawnposition)
{ {
//is over a walkable block
for (int i = 0; i < SpawnBlocks.Length; i++) for (int i = 0; i < SpawnBlocks.Length; i++)
{ {
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z) if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
@ -81,6 +103,7 @@ public class blockSpawn : MonoBehaviour
{ {
GameObject prefab = Resources.Load("Logic Block") as GameObject; GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab); GameObject block = Instantiate(prefab);
spawnposition.y += 1.5f;
int number = (int)Random.Range(1.0f, spawnLogicList.Length); int number = (int)Random.Range(1.0f, spawnLogicList.Length);
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element; block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
@ -89,104 +112,4 @@ public class blockSpawn : MonoBehaviour
Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position); Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
spawnedLocations.Add(spawnposition); spawnedLocations.Add(spawnposition);
} }
private void checkLocation(Vector3 spawnposition)
{
bool duplicate = false;
if (duplicate == false)
{
bool valid = checkValid(spawnposition);
if (valid == true)
{
spawnBlock(spawnposition);
}
else
{
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
}
}
else
{
//this needs to be changed
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
}
}
private void getPlayerLocations(ClientData[] clients, float weightMultiplier)
{
float[] weightings = new float[clients.Length];
if(clients.Length > 1)
{
Vector3 spawnposition = new Vector3(0, 0, 0);
for (int i = 0; i < clients.Length; i++)
{
spawnposition += clients[i].playerCharacter.CurrentBlock.VisualPosition;
//Debug.Log("currentBlock.VisualPosition " + clients[i].playerCharacter.CurrentBlock.VisualPosition);
}
spawnposition *= (1.0f / clients.Length);
//Debug.Log("spawnposition " + spawnposition);
Vector3[] direction = new Vector3[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
direction[i] = (spawnposition - clients[i].playerCharacter.CurrentBlock.VisualPosition);
//Debug.Log("direction " + i + " " + direction[i]);
}
//weighting calculations
float[] difAvg = new float[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
difAvg[i] = clients[i].Lives - average;
}
float[] ratio = new float[clients.Length];
//Debug.Log("difAvg[0] " + difAvg[0]);
if (difAvg[0] == 0)
{
for (int i = 0; i < clients.Length; i++)
{
weightings[i] = 0.5f * weightMultiplier;
//Debug.Log("weightings " + i + " " + weightings[i]);
}
}
else
{
for (int i = 0; i < clients.Length; i++)
{
ratio[i] = difAvg[i] / difAvg[0];
ratio[i] /= 2.0f;
ratio[i] += 0.5f;
weightings[i] = ratio[i] * weightMultiplier;
weightings[i] = Mathf.Clamp(weightings[i], 0, 1);
//Debug.Log("weightings " + i + " " + weightings[i]);
}
}
//multiply weightings by the direction
//take average point and add directions
for (int i = 0; i < clients.Length; i++)
{
spawnposition += (weightings[i] * direction[i]);
//Debug.Log("(weightings[i] * direction[i] " + (weightings[i] * direction[i]));
}
spawnposition += Vector3.one * 0.5f;
//Debug.Log("spawnposition " + spawnposition);
//spawn first block
checkLocation(spawnposition);
}
else
{
Vector2 playerOne = new Vector2(clients[0].playerCharacter.CurrentBlock.VisualPosition.x, clients[0].playerCharacter.CurrentBlock.VisualPosition.z);
int xVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.x;
int zVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.y;
checkLocation(new Vector3(xVal, 1.0f, zVal));
}
}
} }

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