Browse Source

removed testing scenes.

Multiplayer works but is not polished.
Josh_Dev_branch
Joshua Reason 5 years ago
parent
commit
b73a3b3414
62 changed files with 1048 additions and 883 deletions
  1. +2
    -2
      Assets/Data/Networking/Server/Realtime/ClientList.asset
  2. +3
    -2
      Assets/Editor/SceneCameraEditor.cs
  3. +0
    -0
      Assets/Scenes/Client Scenes/ClientScene.unity
  4. +0
    -0
      Assets/Scenes/Client Scenes/ClientScene.unity.meta
  5. +300
    -14
      Assets/Scenes/Client Scenes/LoginScreen.unity
  6. +0
    -315
      Assets/Scenes/Networking Test Scenes/ClientLogin.unity
  7. +0
    -7
      Assets/Scenes/Networking Test Scenes/ClientLogin.unity.meta
  8. +0
    -327
      Assets/Scenes/Networking Test Scenes/ServerScene.unity
  9. +0
    -7
      Assets/Scenes/Networking Test Scenes/ServerScene.unity.meta
  10. +5
    -5
      Assets/Scenes/Server Scenes/Lobby.unity
  11. +53
    -0
      Assets/Scenes/Server Scenes/ServerTestScene.unity
  12. +37
    -22
      Assets/Scripts/Character.cs
  13. +1
    -1
      Assets/Scripts/GameMode.meta
  14. +44
    -0
      Assets/Scripts/GameMode/ColorGameMode.cs
  15. +11
    -0
      Assets/Scripts/GameMode/ColorGameMode.cs.meta
  16. +15
    -0
      Assets/Scripts/GameMode/GameMode.cs
  17. +11
    -0
      Assets/Scripts/GameMode/GameMode.cs.meta
  18. +110
    -7
      Assets/Scripts/Managers/GameManager.cs
  19. +7
    -2
      Assets/Scripts/Networking/Server/ClientList.cs
  20. +0
    -0
      Assets/Scripts/Networking/Server/ClientList.cs.meta
  21. +1
    -1
      Assets/Scripts/Networking/Server/ServerObject.cs
  22. +1
    -1
      Assets/Scripts/PortalSetup.cs
  23. +12
    -0
      Assets/Scripts/UI/Client/LoginUIManager.cs
  24. +1
    -1
      Assets/Scripts/UI/Lobby/LobbyUIController.cs
  25. +1
    -1
      Assets/Scripts/UI/ScoreBoard.cs
  26. +1
    -1
      Assets/Scripts/portalTesting.cs
  27. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/About/Editor/pg_AboutWindow.cs.meta
  28. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Classes/pg_Constant.cs.meta
  29. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Classes/pg_Enum.cs.meta
  30. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Classes/pg_IconUtility.cs.meta
  31. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Classes/pg_IgnoreSnapAttribute.cs.meta
  32. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_Editor.cs.meta
  33. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs.meta
  34. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_ParameterWindow.cs.meta
  35. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_Preferences.cs.meta
  36. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Editor/pg_ToggleContent.cs.meta
  37. +19
    -7
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_Button_Hover.png.meta
  38. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_Button_Normal.png.meta
  39. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_AngleVis_Off.png.meta
  40. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_AngleVis_On.png.meta
  41. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Divider.png.meta
  42. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_3D_Off.png.meta
  43. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_3D_On.png.meta
  44. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Lock_Off.png.meta
  45. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Lock_On.png.meta
  46. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_X_Off.png.meta
  47. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_X_On.png.meta
  48. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Y_Off.png.meta
  49. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Y_On.png.meta
  50. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Z_Off.png.meta
  51. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PGrid_Z_On.png.meta
  52. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PushToGrid_Normal.png.meta
  53. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_PushToGrid_Pressed.png.meta
  54. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Snap_Off.png.meta
  55. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Snap_On.png.meta
  56. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Vis_Off.png.meta
  57. +18
    -6
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_GUI_Vis_On.png.meta
  58. +19
    -7
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_MenuExtendo_Close.png.meta
  59. +19
    -7
      Assets/Third Party Assets/ProCore/ProGrids/GUI/ProGridsToggles/ProGrids2_MenuExtendo_Open.png.meta
  60. +1
    -2
      Assets/Third Party Assets/ProCore/ProGrids/MonoBehaviour/pg_IgnoreSnap.cs.meta
  61. +2
    -2
      Assets/Third Party Assets/ProCore/ProGrids/Shader/pg_GridShader.shader.meta
  62. +2
    -2
      ProjectSettings/EditorBuildSettings.asset

+ 2
- 2
Assets/Data/Networking/Server/Realtime/ClientList.asset View File

@ -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 443
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size 499

+ 3
- 2
Assets/Editor/SceneCameraEditor.cs View File

@ -16,9 +16,10 @@ public class SceneViewCameraTest
Vector3 position = Camera.main.transform.position; Vector3 position = Camera.main.transform.position;
Quaternion rotation = Camera.main.transform.rotation; Quaternion rotation = Camera.main.transform.rotation;
SceneView.lastActiveSceneView.size = 0.1f;
//SceneView.lastActiveSceneView.size = 0.1f;
SceneView.lastActiveSceneView.rotation = rotation; SceneView.lastActiveSceneView.rotation = rotation;
SceneView.lastActiveSceneView.pivot = position; SceneView.lastActiveSceneView.pivot = position;
SceneView.lastActiveSceneView.pivot += Camera.main.transform.forward * SceneView.lastActiveSceneView.size;
SceneView.lastActiveSceneView.Repaint(); SceneView.lastActiveSceneView.Repaint();
@ -36,7 +37,7 @@ public class SceneViewCameraTest
GameObject camera = Camera.main.gameObject; GameObject camera = Camera.main.gameObject;
Undo.RegisterCompleteObjectUndo(camera, "Snapped Camera to Scene View");
Undo.RegisterCompleteObjectUndo(camera.transform, "Snapped Camera to Scene View");
camera.transform.position = SceneView.lastActiveSceneView.pivot; camera.transform.position = SceneView.lastActiveSceneView.pivot;
camera.transform.rotation = SceneView.lastActiveSceneView.rotation; camera.transform.rotation = SceneView.lastActiveSceneView.rotation;

Assets/Scenes/Networking Test Scenes/ClientScene.unity → Assets/Scenes/Client Scenes/ClientScene.unity View File


Assets/Scenes/Networking Test Scenes/ClientScene.unity.meta → Assets/Scenes/Client Scenes/ClientScene.unity.meta View File


+ 300
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Assets/Scenes/Client Scenes/LoginScreen.unity View File

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Assets/Scenes/Networking Test Scenes/ServerScene.unity.meta View File

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DefaultImporter:
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userData:
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+ 5
- 5
Assets/Scenes/Server Scenes/Lobby.unity View File

@ -38,7 +38,7 @@ RenderSettings:
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m_Sun: {fileID: 0} m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0.44657898, g: 0.4964133, b: 0.5748178, a: 1}
m_UseRadianceAmbientProbe: 0 m_UseRadianceAmbientProbe: 0
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LightmapSettings: LightmapSettings:
@ -144,7 +144,7 @@ RectTransform:
m_Children: m_Children:
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m_Father: {fileID: 872212415} m_Father: {fileID: 872212415}
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m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 0} m_AnchorMax: {x: 1, y: 0}
@ -587,7 +587,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
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SceneToStart: ColourCollideOne
SceneToStart: ServerTestScene
IPText: {fileID: 910932172} IPText: {fileID: 910932172}
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m_RootOrder: 2 m_RootOrder: 2
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@ -1239,7 +1239,7 @@ RectTransform:
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m_Father: {fileID: 872212415} m_Father: {fileID: 872212415}
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m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}

+ 53
- 0
Assets/Scenes/Server Scenes/ServerTestScene.unity View File

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--- !u!4 &308885819 stripped --- !u!4 &308885819 stripped
@ -1770,6 +1775,11 @@ PrefabInstance:
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value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
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propertyPath: isSpawnable
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3} m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
--- !u!4 &1101212184 stripped --- !u!4 &1101212184 stripped
@ -1787,6 +1797,8 @@ GameObject:
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m_Component: m_Component:
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- component: {fileID: 1126605997}
m_Layer: 0 m_Layer: 0
m_Name: GameManager m_Name: GameManager
m_TagString: Untagged m_TagString: Untagged
@ -1808,6 +1820,37 @@ Transform:
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m_RootOrder: 4 m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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CurrentGameMode: {fileID: 1126605997}
characterPrefab: {fileID: 2862111851184665482, guid: c176f4ae8f7b4074db99b27b2e015a2a,
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server: {fileID: 11400000, guid: aba6c842adfc9904dba334cb48257361, type: 2}
ClientList: {fileID: 11400000, guid: ded0b21c3ef1e7049a1128c12e9401fe, type: 2}
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MonoBehaviour:
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m_PrefabAsset: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 409aae8124657b749a57c1c665917371, type: 3}
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--- !u!1001 &1424436106 --- !u!1001 &1424436106
PrefabInstance: PrefabInstance:
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value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
- target: {fileID: 8101348915751558870, guid: d7698c69246c64044ab2a94628bf0291,
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objectReference: {fileID: 0}
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--- !u!4 &1437209178 stripped --- !u!4 &1437209178 stripped
@ -2556,6 +2604,11 @@ PrefabInstance:
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value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
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value: 1
objectReference: {fileID: 0}
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m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3} m_SourcePrefab: {fileID: 100100000, guid: d7698c69246c64044ab2a94628bf0291, type: 3}
--- !u!4 &2068018197 stripped --- !u!4 &2068018197 stripped

+ 37
- 22
Assets/Scripts/Character.cs View File

@ -10,9 +10,10 @@ public class Character : MonoBehaviour
Animator characterAnimator; Animator characterAnimator;
#region Inspector Fields #region Inspector Fields
[SerializeField] [SerializeField]
[Tooltip("Will move to this block at start, else will try and find a block below")] [Tooltip("Will move to this block at start, else will try and find a block below")]
private Block CurrentBlock;
private Block _currentBlock;
[SerializeField] [SerializeField]
[Tooltip("Layers to ignore when checking for blocks")] [Tooltip("Layers to ignore when checking for blocks")]
@ -21,34 +22,48 @@ public class Character : MonoBehaviour
[Tooltip("Current Inventory of the player")] [Tooltip("Current Inventory of the player")]
public Inventory Inventory; public Inventory Inventory;
[SerializeField]
[Tooltip("Character to display")]
private string CharacterModel = "Bear";
#endregion Inspector Fields #endregion Inspector Fields
#region Read Only
public Block CurrentBlock { get { return _currentBlock; } }
#endregion Read Only
#region Unity Functions #region Unity Functions
private void Awake()
private void Start()
{ {
if (Inventory != null) if (Inventory != null)
Inventory = Inventory.Clone(Inventory); Inventory = Inventory.Clone(Inventory);
//If no starting block find one below it //If no starting block find one below it
if (CurrentBlock == null)
Block.isBlockAtPosition(transform.position + Vector3.down / 2, 1, ~Ignore, out CurrentBlock);
if (_currentBlock == null)
Block.isBlockAtPosition(transform.position + Vector3.down / 2, 1, ~Ignore, out _currentBlock);
//move to starting block //move to starting block
//transform.position = CurrentBlock.VisualPosition;
transform.position = _currentBlock.VisualPosition;
//get character string from player replace from "Bear" //get character string from player replace from "Bear"
GameObject prefab = Resources.Load("Bear") as GameObject;
GameObject prefab = Resources.Load(CharacterModel) as GameObject;
GameObject Bear = Instantiate(prefab, this.gameObject.transform); GameObject Bear = Instantiate(prefab, this.gameObject.transform);
characterAnimator = GetComponentInChildren<Animator>(); characterAnimator = GetComponentInChildren<Animator>();
} }
#endregion Unity Functions #endregion Unity Functions
#region Class Implementation #region Class Implementation
public void Initialise() { }
public void Initialise(Block startingBlock, Inventory inventory, string Character) {
_currentBlock = startingBlock;
Inventory = inventory;
CharacterModel = Character;
}
public Vector3 yValue(float time, float heightMultiplier) public Vector3 yValue(float time, float heightMultiplier)
@ -133,9 +148,9 @@ public class Character : MonoBehaviour
public void Move(Direction direction, float speed) public void Move(Direction direction, float speed)
{ {
//setting up variables //setting up variables
Vector3 position = CurrentBlock.position + direction.ToVector(transform); // position wanted
Vector3 position = _currentBlock.position + direction.ToVector(transform); // position wanted
Block hit; //output of block detection Block hit; //output of block detection
Block moveTo = CurrentBlock; //block we'll actually move to
Block moveTo = _currentBlock; //block we'll actually move to
//if move is obstucted no where to move //if move is obstucted no where to move
if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore)) if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore))
@ -145,13 +160,13 @@ public class Character : MonoBehaviour
//If block at Position is walkable set it to moveTo //If block at Position is walkable set it to moveTo
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){ if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){
moveTo = hit; moveTo = hit;
CurrentBlock = moveTo;
StartCoroutine(MoveCoroutine(CurrentBlock, transform, speed, 0.3f)); }
_currentBlock = moveTo;
StartCoroutine(MoveCoroutine(_currentBlock, transform, speed, 0.3f)); }
//else if block down one is walkable //else if block down one is walkable
else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){ else if (Block.isBlockAtPosition(position + Vector3.down, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)){
moveTo = hit; moveTo = hit;
CurrentBlock = moveTo;
StartCoroutine(MoveDownCoroutine(CurrentBlock, transform, speed, 0.3f));
_currentBlock = moveTo;
StartCoroutine(MoveDownCoroutine(_currentBlock, transform, speed, 0.3f));
} }
//set current block && move //set current block && move
//CurrentBlock = moveTo; //CurrentBlock = moveTo;
@ -201,7 +216,7 @@ public class Character : MonoBehaviour
public void Jump(Direction direction, float speed) public void Jump(Direction direction, float speed)
{ {
//if there is a block infront JumpUp else LongJump //if there is a block infront JumpUp else LongJump
if (Block.isBlockAtPosition(CurrentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore))
if (Block.isBlockAtPosition(_currentBlock.position + direction.ToVector(transform) + Vector3.up, 1, ~Ignore))
JumpUp(direction, speed); JumpUp(direction, speed);
else else
JumpLong(direction, speed); JumpLong(direction, speed);
@ -221,13 +236,13 @@ public class Character : MonoBehaviour
//setting up variables //setting up variables
Vector3 position; // position wanted Vector3 position; // position wanted
Block hit; //output of block detection Block hit; //output of block detection
Block moveTo = CurrentBlock; //block we'll actually move to
Block moveTo = _currentBlock; //block we'll actually move to
//Check blocks in going up then move to the heighest walkable one //Check blocks in going up then move to the heighest walkable one
for (int i = 0; i <= height; i++) for (int i = 0; i <= height; i++)
{ {
//next position up the tower //next position up the tower
position = CurrentBlock.position + direction.ToVector(transform) + (Vector3.up * i);
position = _currentBlock.position + direction.ToVector(transform) + (Vector3.up * i);
//if block is walkable set it to last known position //if block is walkable set it to last known position
if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore)) if (Block.isBlockAtPosition(position, 1, ~Ignore, out hit) && hit.isWalkable(~Ignore))
@ -235,8 +250,8 @@ public class Character : MonoBehaviour
} }
//set current block && move //set current block && move
CurrentBlock = moveTo;
StartCoroutine(JumpCoroutine(CurrentBlock, transform, speed, 0.5f));
_currentBlock = moveTo;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition; //transform.position = CurrentBlock.VisualPosition;
} }
@ -250,13 +265,13 @@ public class Character : MonoBehaviour
//setting up variables //setting up variables
Vector3 position; // position wanted Vector3 position; // position wanted
Block hit; //output of block detection Block hit; //output of block detection
Block moveTo = CurrentBlock; //block we'll actually move to
Block moveTo = _currentBlock; //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 <= Distance; i++) for (int i = 1; i <= Distance; i++)
{ {
//Next position to MoveTo //Next position to MoveTo
position = CurrentBlock.position + (direction.ToVector(transform) * i);
position = _currentBlock.position + (direction.ToVector(transform) * i);
//if jump is obstructed, stop and go to last known block //if jump is obstructed, stop and go to last known block
if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore)) if (Block.isBlockAtPosition(position + Vector3.up, 1, ~Ignore))
@ -273,8 +288,8 @@ public class Character : MonoBehaviour
}//end for }//end for
//Set Current Block and move //Set Current Block and move
CurrentBlock = moveTo;
StartCoroutine(JumpCoroutine(CurrentBlock, transform, speed, 0.5f));
_currentBlock = moveTo;
StartCoroutine(JumpCoroutine(_currentBlock, transform, speed, 0.5f));
//transform.position = CurrentBlock.VisualPosition; //transform.position = CurrentBlock.VisualPosition;
} }

Assets/Scenes/Networking Test Scenes.meta → Assets/Scripts/GameMode.meta View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 5b00be84ab0e5f043868ec15b234a082
guid: 69b459538c1d9f941a2883ba49f95d85
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

+ 44
- 0
Assets/Scripts/GameMode/ColorGameMode.cs View File

@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Server;
public class ColorGameMode : GameMode
{
public int MaxRound = 5;
private int RoundCount = 0;
/// <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>
/// Called once per player after they have moved onto a block
/// </summary>
/// <param name="character">Character whic hmoved</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)
{
//Code for changing block color and updating player scores;
}
}

+ 11
- 0
Assets/Scripts/GameMode/ColorGameMode.cs.meta View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 409aae8124657b749a57c1c665917371
MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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+ 15
- 0
Assets/Scripts/GameMode/GameMode.cs View File

@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Server;
public abstract class GameMode : MonoBehaviour
{
public abstract void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock);
public abstract bool isGameOver();
public abstract void OnRoundFinished();
}

+ 11
- 0
Assets/Scripts/GameMode/GameMode.cs.meta View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6b79a34317fa8d04f9926242d2db0f96
MonoImporter:
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serializedVersion: 2
defaultReferences: []
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userData:
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+ 110
- 7
Assets/Scripts/Managers/GameManager.cs View File

@ -2,12 +2,20 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using UnityEngine; using UnityEngine;
using UnityEngine.Networking;
using Networking.Server; using Networking.Server;
using Networking;
public class GameManager : MonoBehaviour public class GameManager : MonoBehaviour
{ {
#region Inspector Field #region Inspector Field
[Header("Settings")]
[SerializeField]
private float AnimationTime;
[SerializeField]
private GameMode CurrentGameMode;
[Header("References")] [Header("References")]
[SerializeField] [SerializeField]
@ -15,34 +23,129 @@ public class GameManager : MonoBehaviour
private Character characterPrefab; private Character characterPrefab;
[SerializeField] [SerializeField]
private ConnectionHandler ClientList;
private ServerObject server;
[SerializeField]
private ClientList ClientList;
#endregion Inspector Field #endregion Inspector Field
#region Private Variables #region Private Variables
private Block[] SpawnBlocks;
private Dictionary<int, PlayerData> playerData;
#endregion Private Variables #endregion Private Variables
public void Start()
public void Awake()
{ {
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
RegisterHandlers();
SpawnCharacters();
}
private void Update()
{
server.ServerUpdate();
}
private void RecieveLogicList(NetworkMessage msg)
{
LogicProtocols.LogicMsg logicMsg;
if (!msg.TryRead(out logicMsg))
{
Debug.Log("Recieved unknown message");
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))
StartRound();
}
private void StartRound()
{
Debug.Log("Starting Round");
StartCoroutine(RoundRoutine());
} }
private IEnumerator RoundRoutine()
{
playerData.ForEach(p => p.Value.recievedList = false);
while (playerData.Any(p => !p.Value.blockReader.Finished))
{
foreach (PlayerData player in playerData.Values)
{
if (!player.waiting)
{
player.waiting = player.blockReader.Read(player.character, AnimationTime);
}
}
yield return new WaitForSeconds(AnimationTime);
foreach(KeyValuePair<int,PlayerData> player in playerData)
{
ClientData client = ClientList.ConnectedClients.First(p => p.ID == player.Key);
CurrentGameMode.OnPlayerFinishedMove(player.Value.character, client, player.Value.character.CurrentBlock);
}
if (playerData.All(p => p.Value.waiting))
{
playerData.ForEach(p => p.Value.waiting = false);
Debug.Log("Finished one move");
}
}
CurrentGameMode.OnRoundFinished();
CurrentGameMode.isGameOver();
Debug.Log("Finished Moving");
}
private void SpawnCharacters() private void SpawnCharacters()
{ {
foreach(ClientData client in ClientList)
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); Character newChar = Instantiate(characterPrefab);
newChar.transform.position = SpawnBlocks[0].VisualPosition;
Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
playerData.Add(client.ID, new PlayerData(newChar));
} }
}
private void RegisterHandlers()
{
server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
}
}
class PlayerData
{
public Character character;
public BlockReader blockReader;
public bool recievedList;
public bool waiting;
public PlayerData(Character character)
{
this.character = character;
blockReader = new BlockReader();
}
}
} }

Assets/Scripts/Networking/Server/ClientData.cs → Assets/Scripts/Networking/Server/ClientList.cs View File

@ -8,7 +8,7 @@ namespace Networking.Server
{ {
[CreateAssetMenu(menuName = "Major Project/Networking/ClientList", order = 150)] [CreateAssetMenu(menuName = "Major Project/Networking/ClientList", order = 150)]
public class ConnectionHandler : ScriptableObject, IEnumerable<ClientData>
public class ClientList : ScriptableObject, IEnumerable<ClientData>
{ {
@ -166,7 +166,7 @@ namespace Networking.Server
/// <summary> /// <summary>
/// Clients character animal - needed for instantiation /// Clients character animal - needed for instantiation
/// </summary> /// </summary>
public string characterAnimal;
public string characterAnimal = "Bear";
/// <summary> /// <summary>
/// Clients number of collected items - for colelction level /// Clients number of collected items - for colelction level
@ -183,6 +183,11 @@ namespace Networking.Server
/// </summary> /// </summary>
public NetworkConnection conn; public NetworkConnection conn;
/// <summary>
/// Current Logic elements held by player
/// </summary>
public Inventory Inventory;
} }
} }

Assets/Scripts/Networking/Server/ClientData.cs.meta → Assets/Scripts/Networking/Server/ClientList.cs.meta View File


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

@ -17,7 +17,7 @@ namespace Networking.Server {
[Header("References")] [Header("References")]
[SerializeField] [SerializeField]
private ConnectionHandler LoginHandler;
private ClientList LoginHandler;
#endregion Inspector Fields #endregion Inspector Fields

+ 1
- 1
Assets/Scripts/PortalSetup.cs View File

@ -7,7 +7,7 @@ using Networking;
public class PortalSetup : MonoBehaviour public class PortalSetup : MonoBehaviour
{ {
public ConnectionHandler clientDataList;
public ClientList clientDataList;
public List<ClientData> ConnectedClients; public List<ClientData> ConnectedClients;
public Color[] playerColours; public Color[] playerColours;
public List<int> validIndex; public List<int> validIndex;

+ 12
- 0
Assets/Scripts/UI/Client/LoginUIManager.cs View File

@ -29,6 +29,10 @@ public class LoginUIManager : MonoBehaviour
[Header("WaitForPlayers")] [Header("WaitForPlayers")]
[SerializeField] [SerializeField]
private string WaitTitle = "Wait for Players"; private string WaitTitle = "Wait for Players";
[SerializeField]
private string SceneToLoad;
[SerializeField]
private GameObject WaitObject;
private string serverAddress; private string serverAddress;
@ -57,6 +61,8 @@ public class LoginUIManager : MonoBehaviour
serverAddress = PlayerPrefs.GetString("LastUsedAddress", ""); serverAddress = PlayerPrefs.GetString("LastUsedAddress", "");
serverPort = PlayerPrefs.GetInt("LastUsedPort", 2222); serverPort = PlayerPrefs.GetInt("LastUsedPort", 2222);
playerName = PlayerPrefs.GetString("LastUsedName"); playerName = PlayerPrefs.GetString("LastUsedName");
OnLoginFail();
} }
#endregion Unity Functions #endregion Unity Functions
@ -74,6 +80,7 @@ public class LoginUIManager : MonoBehaviour
{ {
Title.text = WaitTitle; Title.text = WaitTitle;
CloseAll(); CloseAll();
WaitObject.SetActive(true);
} }
public void OnLoginFail() public void OnLoginFail()
@ -119,6 +126,11 @@ public class LoginUIManager : MonoBehaviour
{ {
this.playerName = playerName; this.playerName = playerName;
} }
public void OnClick_Ready()
{
UnityEngine.SceneManagement.SceneManager.LoadScene(SceneToLoad);
}
#endregion UI Functionality #endregion UI Functionality
#region Helper Functions #region Helper Functions

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

@ -11,7 +11,7 @@ public class LobbyUIController : MonoBehaviour
[SerializeField] [SerializeField]
private ConnectionHandler Clients;
private ClientList Clients;
[SerializeField] [SerializeField]
private string SceneToStart; private string SceneToStart;

+ 1
- 1
Assets/Scripts/UI/ScoreBoard.cs View File

@ -8,7 +8,7 @@ using TMPro;
public class ScoreBoard : MonoBehaviour public class ScoreBoard : MonoBehaviour
{ {
public ConnectionHandler clientDataList;
public ClientList clientDataList;
public List<ClientData> ConnectedClients; public List<ClientData> ConnectedClients;
public bool endOfGame = false; public bool endOfGame = false;
public GameObject FirstPlaceName; public GameObject FirstPlaceName;

+ 1
- 1
Assets/Scripts/portalTesting.cs View File

@ -7,7 +7,7 @@ using Networking;
public class portalTesting : MonoBehaviour public class portalTesting : MonoBehaviour
{ {
public ConnectionHandler clientDataList;
public ClientList clientDataList;
public List<ClientData> ConnectedClients; public List<ClientData> ConnectedClients;
public PortalSetup ps; public PortalSetup ps;

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