Added remaining icons, Edited the icon for the game to rounded corners, Code and debug cleaning, Done client and server build pushed to teamsmaster
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using UnityEngine; | |||
public abstract class Collectable : MonoBehaviour | |||
{ | |||
public abstract void OnCollect(Character character); | |||
} |
@ -0,0 +1,15 @@ | |||
using UnityEngine; | |||
public class DontDestroy : MonoBehaviour | |||
{ | |||
void Awake() | |||
{ | |||
GameObject[] objs = GameObject.FindGameObjectsWithTag("Music"); | |||
if (objs.Length > 1) | |||
{ | |||
Destroy(this.gameObject); | |||
} | |||
DontDestroyOnLoad(this.gameObject); | |||
} | |||
} |
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@ -1,18 +0,0 @@ | |||
using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class TestGameMode : MonoBehaviour | |||
{ | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
} | |||
// Update is called once per frame | |||
void Update() | |||
{ | |||
} | |||
} |
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public static class GlobalVariables | |||
public static class GlobalVariables | |||
{ | |||
public static bool soundVolume = true; | |||
public static bool musicVolume = true; | |||
public static bool playerMoves = true; | |||
public static int difficulty = 1; | |||
public static string winnername = "Claire"; | |||
public static string winneranimal = "Cat"; | |||
} |
@ -1,189 +0,0 @@ | |||
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<int, PlayerData> playerData; | |||
private GameMode gamemode; | |||
#endregion Private Variables | |||
#region Read Only | |||
private IEnumerable<PlayerData> 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<LogicBlock>(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<int, PlayerData>(); | |||
Block[] SpawnBlocks = FindObjectsOfType<Block>().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.PlayerMoved(data); | |||
} | |||
data.waiting = true; | |||
} | |||
}*/ |
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@ -1,18 +1,12 @@ | |||
using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using UnityEngine; | |||
public class ClientOutputManager : MonoBehaviour | |||
{ | |||
// Start is called before the first frame update | |||
void Start() | |||
{ | |||
} | |||
// Update is called once per frame | |||
void Update() | |||
{ | |||
{ | |||
} | |||
} |
@ -1,19 +1,9 @@ | |||
using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class ComplexLogicElementUI : LogicElementUI | |||
public class ComplexLogicElementUI : LogicElementUI | |||
{ | |||
public CombinedBlock combinedFunction { get { return LogicElement as CombinedBlock; } } | |||
public override void UpdateUI() | |||
{ | |||
base.UpdateUI(); | |||
//transform.localScale += Vector3.right * LogicElement.Size(); | |||
} | |||
} |
@ -1,24 +0,0 @@ | |||
using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
using UnityEngine.Networking; | |||
using Networking.Server; | |||
using Networking; | |||
public class portalTesting : MonoBehaviour | |||
{ | |||
public ClientList clientDataList; | |||
public List<ClientData> ConnectedClients; | |||
public PortalSetup ps; | |||
void Start(){ | |||
ConnectedClients = clientDataList.ConnectedClients; | |||
} | |||
// Update is called once per frame | |||
void Update() | |||
{ | |||
} | |||
} |
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