Browse Source

block spawn, change block to not walkable

Josh_Dev_branch
Claire Peta 5 years ago
parent
commit
d35aa05de3
21 changed files with 6627 additions and 2176 deletions
  1. +2
    -2
      Assets/Data/Networking/Server/Realtime/ClientList.asset
  2. +110
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  3. +2
    -3
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  4. +598
    -1
      Assets/Scenes/Client Scenes/WaitScene.unity
  5. +34
    -0
      Assets/Scenes/ColourCollide_Smaller.unity
  6. +1239
    -1659
      Assets/Scenes/MainMenu Client.unity
  7. +4393
    -472
      Assets/Scenes/MainMenu Server.unity
  8. +1
    -1
      Assets/Scenes/TuteLevelFive.unity
  9. +3
    -3
      Assets/Scenes/TuteLevelOne.unity
  10. +2
    -2
      Assets/Scripts/Block.cs
  11. +17
    -0
      Assets/Scripts/Collectables/LogicCollectable_Multiplayer.cs
  12. +11
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  13. +0
    -18
      Assets/Scripts/MainMenuControllerClient.cs
  14. +80
    -12
      Assets/Scripts/MainMenuControllerServer.cs
  15. +4
    -0
      Assets/Scripts/Managers/GameManager.cs
  16. +2
    -0
      Assets/Scripts/Networking/Server/ClientList.cs
  17. +1
    -1
      Assets/Scripts/UI/ScoreBoard.cs
  18. +111
    -0
      Assets/Scripts/blockSpawn.cs
  19. +11
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  20. +3
    -1
      Assets/Third Party Assets/KUBIKOS - World/Prefabs/Cubes/Cube_Ground.prefab
  21. +3
    -1
      Assets/Third Party Assets/KUBIKOS - World/Prefabs/Cubes/Cube_Water.prefab

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Assets/Scenes/ColourCollide_Smaller.unity View File

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+ 1239
- 1659
Assets/Scenes/MainMenu Client.unity
File diff suppressed because it is too large
View File


+ 4393
- 472
Assets/Scenes/MainMenu Server.unity
File diff suppressed because it is too large
View File


+ 1
- 1
Assets/Scenes/TuteLevelFive.unity View File

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m_UseRadianceAmbientProbe: 0 m_UseRadianceAmbientProbe: 0
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LightmapSettings: LightmapSettings:

+ 3
- 3
Assets/Scenes/TuteLevelOne.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: 0.44657874, g: 0.49641258, b: 0.5748172, a: 1}
m_UseRadianceAmbientProbe: 0 m_UseRadianceAmbientProbe: 0
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LightmapSettings: LightmapSettings:
@ -266,7 +266,7 @@ PrefabInstance:
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propertyPath: m_SizeDelta.y propertyPath: m_SizeDelta.y
@ -274,7 +274,7 @@ PrefabInstance:
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m_SourcePrefab: {fileID: 100100000, guid: 47297317c21fe8a4c91caa79d00cc9a6, type: 3} m_SourcePrefab: {fileID: 100100000, guid: 47297317c21fe8a4c91caa79d00cc9a6, type: 3}

+ 2
- 2
Assets/Scripts/Block.cs View File

@ -16,7 +16,7 @@ public class Block : MonoBehaviour
[SerializeField] [SerializeField]
[Tooltip("Can this type of block be walked on")] [Tooltip("Can this type of block be walked on")]
private bool _isWalkable = true;
public bool is_Walkable = true;
[Tooltip("Can this block be spawned on")] [Tooltip("Can this block be spawned on")]
public bool isSpawnable = false; public bool isSpawnable = false;
@ -48,7 +48,7 @@ public class Block : MonoBehaviour
public bool isWalkable(LayerMask layerMask) public bool isWalkable(LayerMask layerMask)
{ {
//checks if there is no block above this one and that this is tagged as walkable //checks if there is no block above this one and that this is tagged as walkable
return (_isWalkable && !isBlockAtPosition(position + Vector3.up, 1, layerMask));
return (is_Walkable && !isBlockAtPosition(position + Vector3.up, 1, layerMask));
} }
#endregion Public Functions #endregion Public Functions

+ 17
- 0
Assets/Scripts/Collectables/LogicCollectable_Multiplayer.cs View File

@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LogicCollectable_Multiplayer : Collectable
{
[SerializeField]
public Inventory.Data Collectable;
public override void OnCollect (Character character)
{
Destroy (gameObject);
}
}

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

@ -0,0 +1,11 @@
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guid: 0222bd78b8e1367498517eb231637f78
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+ 0
- 18
Assets/Scripts/MainMenuControllerClient.cs View File

@ -9,15 +9,9 @@ public class MainMenuControllerClient : MonoBehaviour
public GameObject MainMenu; public GameObject MainMenu;
public GameObject HowToPlayMenu; public GameObject HowToPlayMenu;
public Button SoundButton;
public Button MusicButton; public Button MusicButton;
public Button DifficultyButton;
bool soundVolume = true;
bool musicVolume = true; bool musicVolume = true;
int difficulty = 1;
//On Awake //On Awake
private void Awake () private void Awake ()
{ {
@ -58,18 +52,6 @@ public class MainMenuControllerClient : MonoBehaviour
MainMenu.SetActive (true); MainMenu.SetActive (true);
} }
//Settings menu
public void OnSoundVolumeClick ()
{
if (soundVolume == true) {
SoundButton.GetComponentInChildren<Text> ().text = "Sound Volume: OFF";
soundVolume = false;
} else {
SoundButton.GetComponentInChildren<Text> ().text = "Sound Volume: ON";
soundVolume = true;
}
}
public void OnMusicVolumeClick () public void OnMusicVolumeClick ()
{ {
if (musicVolume == true) { if (musicVolume == true) {

+ 80
- 12
Assets/Scripts/MainMenuControllerServer.cs View File

@ -5,22 +5,28 @@ using UnityEngine;
public class MainMenuControllerServer : MonoBehaviour public class MainMenuControllerServer : MonoBehaviour
{ {
// public GameObject SettingsMenu;
public GameObject MainMenu;
public GameObject MainMenu;
public GameObject SettingsMenu;
public GameObject AboutMenu;
public GameObject CreditsMenu;
//public Button SoundButton;
//public Button MusicButton;
//public Button DifficultyButton;
public Button SoundButton;
public Button MusicButton;
public Button DifficultyButton;
public Button playerMovesButton;
bool soundVolume = true; bool soundVolume = true;
bool musicVolume = true; bool musicVolume = true;
bool playerMoves = true;
int difficulty = 1; int difficulty = 1;
//On Awake //On Awake
private void Awake() private void Awake()
{ {
MainMenu.SetActive(true); MainMenu.SetActive(true);
//SettingsMenu.SetActive(false);
SettingsMenu.SetActive(false);
AboutMenu.SetActive(false);
CreditsMenu.SetActive(false);
} }
//Main Menu Options //Main Menu Options
@ -33,46 +39,108 @@ public class MainMenuControllerServer : MonoBehaviour
Application.Quit(); Application.Quit();
} }
public void OnAboutClick()
{
//toggle which menu displays
MainMenu.SetActive(false);
AboutMenu.SetActive(true);
}
public void OnCreditClick()
{
//toggle which menu displays
MainMenu.SetActive(false);
CreditsMenu.SetActive(true);
}
public void OnSettingsClick() public void OnSettingsClick()
{ {
//toggle which menu displays //toggle which menu displays
MainMenu.SetActive(false); MainMenu.SetActive(false);
//SettingsMenu.SetActive(true);
SettingsMenu.SetActive(true);
} }
//Settings Menu
public void OnBackSettingsClick ()
{
//Settings menu
SettingsMenu.SetActive (false);
MainMenu.SetActive (true);
}
public void OnBackAboutClick ()
{
//about menu
AboutMenu.SetActive (false);
MainMenu.SetActive (true);
}
public void OnBackCreditClick ()
{
//about menu
CreditsMenu.SetActive (false);
MainMenu.SetActive (true);
}
//Settings menu //Settings menu
public void OnMusicVolumeClick() public void OnMusicVolumeClick()
{ {
if (musicVolume == true) if (musicVolume == true)
{ {
//backgroundMusic.Stop(); //backgroundMusic.Stop();
//MusicButton.GetComponentInChildren<Text>().text = "Music Volume: OFF";
MusicButton.GetComponentInChildren<Text>().text = "Music Volume: OFF";
musicVolume = false; musicVolume = false;
} }
else else
{ {
//backgroundMusic.Play(); //backgroundMusic.Play();
//MusicButton.GetComponentInChildren<Text>().text = "Music Volume: ON";
MusicButton.GetComponentInChildren<Text>().text = "Music Volume: ON";
musicVolume = true; musicVolume = true;
} }
} }
//Settings menu
public void OnSoundVolumeClick ()
{
if (soundVolume == true) {
SoundButton.GetComponentInChildren<Text> ().text = "Sound Volume: OFF";
soundVolume = false;
} else {
SoundButton.GetComponentInChildren<Text> ().text = "Sound Volume: ON";
soundVolume = true;
}
}
public void OnDifficultyClick() public void OnDifficultyClick()
{ {
if (difficulty == 1) if (difficulty == 1)
{ {
//DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: MEDIUM";
DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: MEDIUM";
difficulty = 2; difficulty = 2;
} }
else if (difficulty == 2) else if (difficulty == 2)
{ {
//DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: HARD";
DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: HARD";
difficulty = 3; difficulty = 3;
} }
else else
{ {
//DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: EASY";
DifficultyButton.GetComponentInChildren<Text>().text = "Difficulty: EASY";
difficulty = 1; difficulty = 1;
} }
} }
public void OnDisplayPlayerMoves()
{
if (playerMoves == true)
{
playerMovesButton.GetComponentInChildren<Text>().text = "Display Player Moves: OFF";
playerMoves = false;
}
else
{
playerMovesButton.GetComponentInChildren<Text>().text = "Display Player Moves: ON";
playerMoves = true;
}
}
} }

+ 4
- 0
Assets/Scripts/Managers/GameManager.cs View File

@ -42,6 +42,7 @@ public class GameManager : MonoBehaviour
#endregion Read Only #endregion Read Only
public GameObject levelInfo; public GameObject levelInfo;
public blockSpawn bspawn;
public void Awake() public void Awake()
{ {
@ -143,6 +144,9 @@ public class GameManager : MonoBehaviour
player.client.ChangeScene("ClientScene"); player.client.ChangeScene("ClientScene");
} }
Debug.Log("Finished Moving"); Debug.Log("Finished Moving");
bspawn.getPlayerLocations();
StartRound(); StartRound();
} }

+ 2
- 0
Assets/Scripts/Networking/Server/ClientList.cs View File

@ -191,6 +191,8 @@ namespace Networking.Server
/// </summary> /// </summary>
public Inventory Inventory; public Inventory Inventory;
public Character playerCharacter;
public void SendInventory() public void SendInventory()
{ {
Debug.Log("Sending inventory"); Debug.Log("Sending inventory");

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

@ -27,7 +27,7 @@ public class ScoreBoard : MonoBehaviour
{ {
display.SetActive (true); display.SetActive (true);
yield return new WaitForSeconds(time); yield return new WaitForSeconds(time);
SceneManager.LoadScene("ServerTestScene");
SceneManager.LoadScene("MainMenu Server");
} }
public void endGame() public void endGame()

+ 111
- 0
Assets/Scripts/blockSpawn.cs View File

@ -0,0 +1,111 @@
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 blockSpawn : MonoBehaviour
{
[SerializeField]
public Inventory.Data[] spawnLogicList;
public List<ClientData> ConnectedClients;
public ClientList clientDataList;
public Block[] SpawnBlocks;
bool spawned = false;
// Start is called before the first frame update
void Start()
{
ConnectedClients = clientDataList.ConnectedClients;
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
}
public void getPlayerScores()
{
ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
}
public void checkValid(Vector3 spawnposition)
{
for(int i = 0; i < SpawnBlocks.Length; i++)
{
if(spawned == false){
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
{
GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab);
int number = (int)Random.Range(1.0f, spawnLogicList.Length);
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = spawnLogicList[number].Count;
block.transform.position = spawnposition;
spawned = true;
break;
}
}
}
if(spawned == false){
spawnposition.z -= 1;
checkValid(spawnposition);
}
}
public void getPlayerLocations()
{
Vector3 spawnposition = new Vector3(0, 1, 0);
Vector2 playerOne = new Vector2(ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.z);
Vector2 playerTwo = new Vector2(ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.z);
//x
if (playerOne.x > playerTwo.x)
{
if ((playerOne.x - playerTwo.x) <= 1)
{
spawnposition.x = playerOne.x;
}
else
{
spawnposition.x = (playerOne.x - playerTwo.x) + playerOne.x;
}
}
else
{
if ((playerTwo.x - playerOne.x) <= 1)
{
spawnposition.x = playerTwo.x;
}
else
{
spawnposition.x = (playerTwo.x - playerOne.x) + playerTwo.x;
}
}
//z
if (playerOne.y > playerTwo.y)
{
if ((playerOne.y - playerTwo.y) <= 1)
{
spawnposition.z = playerOne.y;
}
else
{
spawnposition.z = (playerOne.y - playerTwo.y) + playerOne.y;
}
}
else
{
if ((playerTwo.y - playerOne.y) <= 1)
{
spawnposition.z = playerTwo.y;
}
else
{
spawnposition.z = (playerTwo.y - playerOne.y) + playerTwo.y;
}
}
checkValid(spawnposition);
}
}

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

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+ 3
- 1
Assets/Third Party Assets/KUBIKOS - World/Prefabs/Cubes/Cube_Ground.prefab View File

@ -105,4 +105,6 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
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+ 3
- 1
Assets/Third Party Assets/KUBIKOS - World/Prefabs/Cubes/Cube_Water.prefab View File

@ -105,4 +105,6 @@ MonoBehaviour:
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m_EditorClassIdentifier: m_EditorClassIdentifier:
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