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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 } diff --git a/Assets/Scripts/GlobalVariables.cs b/Assets/Scripts/GlobalVariables.cs index ad5c467..34a225c 100644 --- a/Assets/Scripts/GlobalVariables.cs +++ b/Assets/Scripts/GlobalVariables.cs @@ -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"; } diff --git a/Assets/Scripts/Logic/Blocks/HookShot.cs b/Assets/Scripts/Logic/Blocks/HookShot.cs index cb89379..ad7a077 100644 --- a/Assets/Scripts/Logic/Blocks/HookShot.cs +++ b/Assets/Scripts/Logic/Blocks/HookShot.cs @@ -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)); diff --git a/Assets/Scripts/MainMenuControllerClient.cs b/Assets/Scripts/MainMenuControllerClient.cs index 5e572b4..658bab9 100644 --- a/Assets/Scripts/MainMenuControllerClient.cs +++ b/Assets/Scripts/MainMenuControllerClient.cs @@ -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); } - } diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 64c739f..5dcfc86 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -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 diff --git a/Assets/Scripts/Map Generation/MapManager.cs b/Assets/Scripts/Map Generation/MapManager.cs index 720dd02..e2a63a8 100644 --- a/Assets/Scripts/Map Generation/MapManager.cs +++ b/Assets/Scripts/Map Generation/MapManager.cs @@ -353,9 +353,12 @@ public class MapManager : ScriptableObject //If it's not, then we remove it if (!(checkView(firstSectionEnd))) { + spawn.GetComponent().updatePositions(startX + activeSections[0].length); startX += activeSections[0].length; + spawn.GetComponent().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 diff --git a/Assets/Scripts/Map Generation/MapSection.cs b/Assets/Scripts/Map Generation/MapSection.cs index 5295a52..c84ebed 100644 --- a/Assets/Scripts/Map Generation/MapSection.cs +++ b/Assets/Scripts/Map Generation/MapSection.cs @@ -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); } } diff --git a/Assets/Scripts/Networking/Server/ClientList.cs b/Assets/Scripts/Networking/Server/ClientList.cs index bb63082..1ea433f 100644 --- a/Assets/Scripts/Networking/Server/ClientList.cs +++ b/Assets/Scripts/Networking/Server/ClientList.cs @@ -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) diff --git a/Assets/Scripts/Traps/ShootingCannon.cs b/Assets/Scripts/Traps/ShootingCannon.cs index 8b9b8dd..22d9942 100644 --- a/Assets/Scripts/Traps/ShootingCannon.cs +++ b/Assets/Scripts/Traps/ShootingCannon.cs @@ -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) diff --git a/Assets/Scripts/UI/NetworkedUIManager.cs b/Assets/Scripts/UI/NetworkedUIManager.cs index 628b48d..9030798 100644 --- a/Assets/Scripts/UI/NetworkedUIManager.cs +++ b/Assets/Scripts/UI/NetworkedUIManager.cs @@ -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(Client.PlayerAnimal.ToString()); OnClick_Show(); } diff --git a/Assets/Scripts/blockSpawn.cs b/Assets/Scripts/blockSpawn.cs index 8bc3227..bceeccb 100644 --- a/Assets/Scripts/blockSpawn.cs +++ b/Assets/Scripts/blockSpawn.cs @@ -17,6 +17,7 @@ public class blockSpawn : MonoBehaviour List spawnedLocations; public List 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().Collectable.element = listtoUse[number].element; block.GetComponent().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]); + } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/winnerscene.cs b/Assets/Scripts/winnerscene.cs new file mode 100644 index 0000000..7b795c8 --- /dev/null +++ b/Assets/Scripts/winnerscene.cs @@ -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(GlobalVariables.winneranimal); + GameObject character = Instantiate(prefab, characterPosition); + character.transform.rotation = Quaternion.Euler(0, 152.775f, 0); + + winname.GetComponent().text = GlobalVariables.winnername; + StartCoroutine(displayforSeconds()); + } + + IEnumerator displayforSeconds() + { + clientDataList.server.DisconnectAllConnections(); + yield return new WaitForSeconds(10.0f); + serverObj.ServerClose(); + SceneManager.LoadScene("MainMenu Server"); + } +} diff --git a/Assets/Scripts/winnerscene.cs.meta b/Assets/Scripts/winnerscene.cs.meta new file mode 100644 index 0000000..064feef --- /dev/null +++ b/Assets/Scripts/winnerscene.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4790e0245f29c684e85d5fbdf57eb1b5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: