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Added winner scene,

Added the how to play back into the client menu,
Fixed the block spawning issue (ran about 10 rounds with no errors),
Added another counter for the cannon so it shows both sides,
Removed some Debugs,
Made the fog not static,
Players can sucessfully disconnect from the game - their character is also removed and the server doesnt wait for their input
master
ClairePeta 5 years ago
parent
commit
de9fa199f3
27 changed files with 878 additions and 1122 deletions
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  4. +381
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      Assets/Prefabs/Menu Background.prefab
  5. +210
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      Assets/Prefabs/Traps/ShootingCannon + Block.prefab
  6. +0
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  9. +2
    -2
      Assets/Scenes/Client Scenes/ClientScene.unity
  10. +2
    -2
      Assets/Scenes/Client Scenes/MainMenu Client.unity
  11. +2
    -2
      Assets/Scenes/Levels/RaceTrack Beta.unity
  12. +2
    -2
      Assets/Scenes/Menus/MenuBackground.unity
  13. +3
    -0
      Assets/Scenes/Menus/Winner.unity
  14. +2
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  15. +10
    -13
      Assets/Scripts/Character.cs
  16. +2
    -1
      Assets/Scripts/GlobalVariables.cs
  17. +2
    -2
      Assets/Scripts/Logic/Blocks/HookShot.cs
  18. +2
    -18
      Assets/Scripts/MainMenuControllerClient.cs
  19. +39
    -10
      Assets/Scripts/Managers/GameManager.cs
  20. +4
    -2
      Assets/Scripts/Map Generation/MapManager.cs
  21. +2
    -2
      Assets/Scripts/Map Generation/MapSection.cs
  22. +4
    -2
      Assets/Scripts/Networking/Server/ClientList.cs
  23. +3
    -0
      Assets/Scripts/Traps/ShootingCannon.cs
  24. +1
    -1
      Assets/Scripts/UI/NetworkedUIManager.cs
  25. +52
    -11
      Assets/Scripts/blockSpawn.cs
  26. +32
    -0
      Assets/Scripts/winnerscene.cs
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Assets/Scenes/Client Scenes/ClientScene.unity View File

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Assets/Scenes/Client Scenes/MainMenu Client.unity View File

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Assets/Scenes/Levels/RaceTrack Beta.unity View File

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Assets/Scenes/Menus/MenuBackground.unity View File

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Assets/Scenes/Menus/Winner.unity View File

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Assets/Resources/Sheep.prefab.meta → Assets/Scenes/Menus/Winner.unity.meta View File

@ -1,6 +1,6 @@
fileFormatVersion: 2
guid: 8e5b08cc42cc0b84cb71a8eca3ca36b8
PrefabImporter:
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+ 10
- 13
Assets/Scripts/Character.cs View File

@ -175,8 +175,6 @@ public class Character : MonoBehaviour
public void StartAnimation(Animation animation,float speed = 1)
{
characterAnimator.SetFloat("AnimationSpeed", (1 / speed));
switch (animation)
{
case Animation.Walk:
@ -204,7 +202,6 @@ public class Character : MonoBehaviour
public void StopAnimation(Animation animation)
{
characterAnimator.SetFloat("AnimationSpeed", 1f);
switch (animation)
{
case Animation.Walk:
@ -235,20 +232,20 @@ public class Character : MonoBehaviour
//We start from the position of our pit, at ground level
Vector3 currentPos = respawnPosition;
Debug.Log("Commencing respawn");
//Debug.Log("Commencing respawn");
//Hardcoding the number of iterations for now for simplicity, should change this later
for (int i = 0; i < 100; i++)
{
//First we check one back
currentPos.x -= 1;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
//Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
//Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}
@ -256,25 +253,25 @@ public class Character : MonoBehaviour
//If the block one back isn't an option, we check to the left and right
currentPos.z += 1;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
//Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
//Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}
}
currentPos.z -= 2;
Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
//Debug.Log("currentPos = " + currentPos.x + ", " + currentPos.y + ", " + currentPos.z);
if (Block.isBlockAtPosition(currentPos, 1, ~Ignore, out currentBlock)) //Does a block exist here?
{
Debug.Log("Block exists");
//Debug.Log("Block exists");
if (currentBlock.isWalkable(~Ignore)) //If so, can we walk on it?
{
Debug.Log("Block is walkable");
//Debug.Log("Block is walkable");
//Don't yet have a check for whether it's occupied
break; //If it is, we stop here
}

+ 2
- 1
Assets/Scripts/GlobalVariables.cs View File

@ -8,5 +8,6 @@ public static class GlobalVariables
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";
}

+ 2
- 2
Assets/Scripts/Logic/Blocks/HookShot.cs View File

@ -57,12 +57,12 @@ public class HookShot : LogicBlock
protected override IEnumerator BlockLogic(Character player, float animationTime, bool useBlockDirection = false)
{
Block hitBlock = GetEndBlock(player.CurrentBlock, player.transform, ~player.Ignore);
Debug.Log("hookshot: " + hitBlock.position, hitBlock.gameObject);
//Debug.Log("hookshot: " + hitBlock.position, hitBlock.gameObject);
if (hitBlock == player.CurrentBlock)
yield break;
Debug.Log("Instantiating shot");
//Debug.Log("Instantiating shot");
GameObject shot = GameObject.CreatePrimitive(PrimitiveType.Sphere);
shot.transform.localScale = Vector3.one * 0.33f;
yield return player.StartCoroutine(lerpShot(shot.transform, player.transform.position, hitBlock.VisualPosition,ShotSpeed));

+ 2
- 18
Assets/Scripts/MainMenuControllerClient.cs View File

@ -7,7 +7,6 @@ public class MainMenuControllerClient : MonoBehaviour
{
public GameObject MainMenu;
public GameObject HowToPlayMenu;
public GameObject HowToPlayMenu_aim;
public GameObject HowToPlayMenu_inventory;
//On Awake
@ -15,45 +14,30 @@ public class MainMenuControllerClient : MonoBehaviour
{
MainMenu.SetActive (true);
HowToPlayMenu.SetActive(false);
HowToPlayMenu_aim.SetActive (false);
HowToPlayMenu_inventory.SetActive(false);
}
//Main Menu Options
public void OnPlayClick ()
{
UnityEngine.SceneManagement.SceneManager.LoadScene ("LoginScreen");
}
public void OnTutorialClick ()
public void OnHowToPlayClick ()
{
MainMenu.SetActive (false);
HowToPlayMenu.SetActive (true);
}
public void OnTutorialContinueClick()
public void OnContinueClick()
{
HowToPlayMenu.SetActive(false);
HowToPlayMenu_aim.SetActive(true);
}
public void OnTutorialContinueAimClick ()
{
HowToPlayMenu_aim.SetActive(false);
HowToPlayMenu_inventory.SetActive(true);
}
public void OnTutorialContinueInventroyClick()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("TuteLevelOne");
}
public void OnBacktomainmenuClick()
{
HowToPlayMenu.SetActive(false);
HowToPlayMenu_aim.SetActive(false);
HowToPlayMenu_inventory.SetActive(false);
MainMenu.SetActive(true);
}
}

+ 39
- 10
Assets/Scripts/Managers/GameManager.cs View File

@ -98,6 +98,25 @@ public class GameManager : MonoBehaviour
//Loop until the GameMode lets us know the game is over
while (!gameMode.isGameOver(playerDataAsArray))
{
int playersalive_left = 0;
int spotinarray = 0;
int players = 0;
//check here if one player left
foreach(PlayerData data in playerDataAsArray)
{
players++;
if (data.character.lives > 0)
{
playersalive_left++;
spotinarray = players;
}
}
/*if(playersalive_left == 1)
{
GlobalVariables.winneranimal = playerDataAsArray[spotinarray].client.characterAnimal;
GlobalVariables.winnername = playerDataAsArray[spotinarray].client.Name;
SceneManager.LoadScene("Winner");
}*/
//wait until we have recieved all player input
yield return StartCoroutine(WaitForPlayerInput());
@ -125,15 +144,7 @@ public class GameManager : MonoBehaviour
//Tell the gamemode that we are starting a round
gameMode.RoundStart(playerDataAsArray);
//playerDataAsArray.OrderByDescending(unit => unit.character.transform.position.x);
//playerDataAsArray = playerDataAsArray.OrderBy(unit => unit.character.CurrentBlock.transform.position.x).ToArray();
playerData = playerData.OrderBy(unit => unit.Value.character.CurrentBlock.transform.position.x).ToDictionary(unit => unit.Key, unit => unit.Value);
int order = 1;
foreach (PlayerData data in playerDataAsArray)
{
data.character.runOrder = order;
order++;
}
//Loop until all players have finished moving
while (playerDataAsArray.Any(p => !p.blockReader.Finished))
@ -185,6 +196,7 @@ public class GameManager : MonoBehaviour
}
}
//spawn collectible logic blocks
Debug.Log("Spawwn script called from manager");
spawnBlock.Spawn();
@ -197,6 +209,14 @@ public class GameManager : MonoBehaviour
player.client.SendInventory();
}
}
playerData = playerData.OrderBy(unit => unit.Value.character.CurrentBlock.transform.position.x).ToDictionary(unit => unit.Key, unit => unit.Value);
int order = 1;
foreach (PlayerData data in playerDataAsArray)
{
data.character.runOrder = order;
order++;
}
}
private IEnumerator WaitForPlayerInput()
@ -205,6 +225,15 @@ public class GameManager : MonoBehaviour
//#TODO make this only happen after first input
LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg(gameMode.GetRoundTime());
foreach (PlayerData player in playerDataAsArray)
{
if (player.client.Lives == 0)
{
//Debug.Log("Remove: " + player.client.characterAnimal);
removePlayer(player);
}
}
//playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
foreach (PlayerData player in playerDataAsArray)
{
@ -225,7 +254,7 @@ public class GameManager : MonoBehaviour
gameMode.InputStart(playerDataAsArray);
//wait for all players to
yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList || p.Value.isDead));
yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList || p.Value.isDead || p.Value.character.lives == 0));
//reset
//playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list

+ 4
- 2
Assets/Scripts/Map Generation/MapManager.cs View File

@ -353,9 +353,12 @@ public class MapManager : ScriptableObject
//If it's not, then we remove it
if (!(checkView(firstSectionEnd)))
{
spawn.GetComponent<blockSpawn>().updatePositions(startX + activeSections[0].length);
startX += activeSections[0].length;
spawn.GetComponent<blockSpawn>().updatePositions(startX);
activeSections[0].destroySection();
activeSections.RemoveAt(0);
}
}
@ -372,7 +375,7 @@ public class MapManager : ScriptableObject
public void checkTrack()
{
checkForward();
checkBack();
checkBack();
}
//Updates minimum and maximum difficulty, width, etc, based on current gamestate
@ -444,7 +447,6 @@ public class MapManager : ScriptableObject
{
widthMax = widthMaxMin;
}
}
// Update is called once per frame

+ 2
- 2
Assets/Scripts/Map Generation/MapSection.cs View File

@ -65,8 +65,8 @@ public class MapSection : MonoBehaviour
/*Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
gameObject.transform.position = new Vector3(0.0f, 0.0f, 1000.0f);*/
Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
//Debug.Log("Destroying section " + name + ", position = " + transform.position.x + ", " + transform.position.y + ", " + transform.position.z);
//gameObject.SetActive(false);
Destroy(gameObject);
Destroy(gameObject, 0.0f);
}
}

+ 4
- 2
Assets/Scripts/Networking/Server/ClientList.cs View File

@ -76,7 +76,7 @@ namespace Networking.Server
public void OnClientConnect(NetworkMessage msg)
{
Debug.Log("newClient: " + msg.conn.address + ", " + msg.conn.Hash() + ", " + msg.conn.hostId);
//Debug.Log("newClient: " + msg.conn.address + ", " + msg.conn.Hash() + ", " + msg.conn.hostId);
if (ConnectedClients.Any(p => p.ID == msg.channelId))
{
@ -103,6 +103,8 @@ namespace Networking.Server
}
ClientData client = ConnectedClients.FirstOrDefault(p => p.ID == msg.conn.Hash());
client.Lives = 0;
client.playerCharacter.lives = 0;
ConnectedClients.Remove(client);
DisconnectedClients.Add(client);
@ -110,7 +112,7 @@ namespace Networking.Server
PotentialClients.ForEach(p => p.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal)));
Debug.Log("Disconnected: " + client.Name);
//somewhere here we need to remove the disconnected client from the client list and update such things
OnClientsChange.Invoke(ConnectedClients);
OnClientsChange?.Invoke(ConnectedClients);
}
public void OnClientLogin(NetworkMessage msg)

+ 3
- 0
Assets/Scripts/Traps/ShootingCannon.cs View File

@ -11,6 +11,7 @@ public class ShootingCannon : ActiveBlock
public GameObject shootingObject;
public Transform spawnLocation;
public TextMeshPro counter;
public TextMeshPro counter2;
int countdowntimer = 3;
int countdown;
@ -27,6 +28,8 @@ public class ShootingCannon : ActiveBlock
private void Update()
{
counter.text = countdown.ToString();
counter2.text = countdown.ToString();
}
public override IEnumerator OnEnvironmentTurn(PlayerData[] allPlayers)

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

@ -34,7 +34,7 @@ public class NetworkedUIManager : PlayerUIManager
StartTime = Time.time;
ShowPosition.y -= Title.rect.height;
LivesText.text = "Lives: " + Client.RemainingLives;
backgroundColour.color = Client.PlayerColor;
//backgroundColour.color = Client.PlayerColor;
animalSprite.sprite = Resources.Load<Sprite>(Client.PlayerAnimal.ToString());
OnClick_Show();
}

+ 52
- 11
Assets/Scripts/blockSpawn.cs View File

@ -17,6 +17,7 @@ public class blockSpawn : MonoBehaviour
List<Vector3> spawnedLocations;
public List<Block> possibleSpawnLocations;
int spawnNumber = 2;
public int min_x, max_x;
void Awake()
{
@ -38,13 +39,18 @@ public class blockSpawn : MonoBehaviour
ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
}
//add two to each to set bounds
int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x +2;
//Debug.Log("Min x: " + min_x + " max x: " + max_x);
min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x +3;
Debug.Log("count before update " + SpawnBlocks.Count);
updatePositions(min_x - 1);
updatePlayerPositions();
Debug.Log("count after update " + SpawnBlocks.Count);
Debug.Log("adding possible spawn locations");
//Check points within the bounds of players
foreach(Block point in SpawnBlocks)
possibleSpawnLocations.Clear();
foreach (Block point in SpawnBlocks)
{
//Debug.Log("Position: " + point.transform.position.x + " and " + point.transform.position.z);
if(point.transform.position.x >= min_x && point.transform.position.x <= max_x)
@ -55,43 +61,56 @@ public class blockSpawn : MonoBehaviour
//pick a random value from those available, checks the location
//then removes it to remove the possibility of duplicates
//Debug.Log(possibleSpawnLocations.Count);
Debug.Log("count after add " + possibleSpawnLocations.Count);
if(possibleSpawnLocations.Count > 0)
{
while (spawnNumber > 0)
{
if(possibleSpawnLocations.Count > 0){
int choice = Random.Range(0, possibleSpawnLocations.Count - 1);
Debug.Log("count inside " + possibleSpawnLocations.Count);
bool spawned = checkLocation(possibleSpawnLocations[choice].transform.position);
Debug.Log("bool spawned = " + spawned);
if (spawned == true)
{
possibleSpawnLocations.RemoveAt(choice);
spawnNumber--;
}
}else{
continue;
}
}
else
{
Debug.Log("spawn else");
goto escape;
}
Debug.Log("spawnNumber " + spawnNumber);
}
}
escape:
spawnNumber = 2;
}
private bool checkLocation(Vector3 spawnposition)
{
Debug.Log("Check location function");
bool duplicate = checkDuplicatePosition(spawnposition);
if (duplicate == false)
{
spawnBlock(spawnposition);
Debug.Log("spawned at" + spawnposition);
return true;
}
else
{
Debug.Log("Fail to spawn - duplicate positioning");
Debug.Log("Fail to spawn at " + spawnposition);
return false;
}
}
private bool checkDuplicatePosition(Vector3 spawnposition)
{
Debug.Log("Check duplicate function");
if (spawnedLocations.Count > 0)
{
for (int k = 0; k < spawnedLocations.Count; k++)
@ -109,7 +128,7 @@ public class blockSpawn : MonoBehaviour
{
GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab);
spawnposition.y += 1.5f;
spawnposition.y = 1.0f;
block.transform.position = spawnposition;
spawnedLocations.Add(spawnposition);
}
@ -137,4 +156,26 @@ public class blockSpawn : MonoBehaviour
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = listtoUse[number].element;
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = 1;
}
public void updatePositions(float max)
{
for(int i = SpawnBlocks.Count -1; i>=0; i--)
{
if(SpawnBlocks[i].transform.position.x <= (int)max)
{
SpawnBlocks.Remove(SpawnBlocks[i]);
}
}
}
public void updatePlayerPositions()
{
for (int i = SpawnBlocks.Count - 1; i >= 0; i--)
{
if (SpawnBlocks[i].CurrentPlayer != null)
{
SpawnBlocks.Remove(SpawnBlocks[i]);
}
}
}
}

+ 32
- 0
Assets/Scripts/winnerscene.cs View File

@ -0,0 +1,32 @@
using Networking.Server;
using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
public class winnerscene : MonoBehaviour
{
public ClientList clientDataList;
public ServerObject serverObj;
public GameObject winname;
public Transform characterPosition;
private void Awake()
{
//GameObject character = Resources.Load<>
GameObject prefab = Resources.Load<GameObject>(GlobalVariables.winneranimal);
GameObject character = Instantiate(prefab, characterPosition);
character.transform.rotation = Quaternion.Euler(0, 152.775f, 0);
winname.GetComponent<TextMeshProUGUI>().text = GlobalVariables.winnername;
StartCoroutine(displayforSeconds());
}
IEnumerator displayforSeconds()
{
clientDataList.server.DisconnectAllConnections();
yield return new WaitForSeconds(10.0f);
serverObj.ServerClose();
SceneManager.LoadScene("MainMenu Server");
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4790e0245f29c684e85d5fbdf57eb1b5
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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