From de9fa199f3906993df8659546030f82b19d776d5 Mon Sep 17 00:00:00 2001 From: ClairePeta Date: Sat, 12 Oct 2019 10:57:23 +1100 Subject: [PATCH] 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 --- Assets/ConfettiMat.mat | 95 ++ Assets/ConfettiMat.mat.meta | 8 + Assets/Prefabs/GameManager.prefab | 14 +- Assets/Prefabs/Menu Background.prefab | 826 ++++++++---------- .../Traps/ShootingCannon + Block.prefab | 210 +++++ Assets/Resources/Sheep.png | 3 - Assets/Resources/Sheep.png.meta | 143 --- Assets/Resources/Sheep.prefab | 452 ---------- Assets/Scenes/Client Scenes/ClientScene.unity | 4 +- .../Client Scenes/MainMenu Client.unity | 4 +- Assets/Scenes/Levels/RaceTrack Beta.unity | 4 +- Assets/Scenes/Menus/MenuBackground.unity | 4 +- Assets/Scenes/Menus/Winner.unity | 3 + .../Menus/Winner.unity.meta} | 4 +- Assets/Scripts/Character.cs | 23 +- Assets/Scripts/GlobalVariables.cs | 3 +- Assets/Scripts/Logic/Blocks/HookShot.cs | 4 +- Assets/Scripts/MainMenuControllerClient.cs | 20 +- Assets/Scripts/Managers/GameManager.cs | 49 +- Assets/Scripts/Map Generation/MapManager.cs | 6 +- Assets/Scripts/Map Generation/MapSection.cs | 4 +- .../Scripts/Networking/Server/ClientList.cs | 6 +- Assets/Scripts/Traps/ShootingCannon.cs | 3 + Assets/Scripts/UI/NetworkedUIManager.cs | 2 +- Assets/Scripts/blockSpawn.cs | 63 +- Assets/Scripts/winnerscene.cs | 32 + Assets/Scripts/winnerscene.cs.meta | 11 + 27 files changed, 878 insertions(+), 1122 deletions(-) create mode 100644 Assets/ConfettiMat.mat create mode 100644 Assets/ConfettiMat.mat.meta delete mode 100644 Assets/Resources/Sheep.png delete mode 100644 Assets/Resources/Sheep.png.meta delete mode 100644 Assets/Resources/Sheep.prefab create mode 100644 Assets/Scenes/Menus/Winner.unity rename Assets/{Resources/Sheep.prefab.meta => Scenes/Menus/Winner.unity.meta} (63%) create mode 100644 Assets/Scripts/winnerscene.cs create mode 100644 Assets/Scripts/winnerscene.cs.meta diff --git a/Assets/ConfettiMat.mat b/Assets/ConfettiMat.mat new file mode 100644 index 0000000..d836e84 --- /dev/null +++ b/Assets/ConfettiMat.mat @@ -0,0 +1,95 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: ConfettiMat + m_Shader: {fileID: 210, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: + m_LightmapFlags: 0 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: + - 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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: