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Toggled a whole bunch of debug.Logs because they were killing me and slowing the loading time for the game.

Got blocks spawning based on the players locations
Removed duplicate logic blocks(Correct colours are back!)
master
ClairePeta 5 years ago
parent
commit
e52227703c
27 changed files with 112 additions and 171 deletions
  1. +1
    -1
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  2. +3
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  3. +0
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  4. +0
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  5. +3
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  6. +0
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  7. +0
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  8. +0
    -3
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  9. +0
    -3
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  10. +0
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  11. +3
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  12. +0
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  13. +0
    -3
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  14. +3
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  15. +1
    -1
      Assets/Data/Logic Blocks/Rotate R.asset.meta
  16. +0
    -3
      Assets/Data/Logic Blocks/Rotate Right.asset
  17. +0
    -8
      Assets/Data/Logic Blocks/Rotate Right.asset.meta
  18. +32
    -0
      Assets/Prefabs/GameManager.prefab
  19. +1
    -1
      Assets/Prefabs/Traps/InGroundTrap.prefab
  20. +2
    -2
      Assets/Scenes/Menus/Lobby.unity
  21. +1
    -1
      Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs
  22. +1
    -1
      Assets/Scripts/LevelBlocks/Water.cs
  23. +10
    -2
      Assets/Scripts/Managers/GameManager.cs
  24. +1
    -1
      Assets/Scripts/Networking/Server/ServerObject.cs
  25. +1
    -1
      Assets/Scripts/Traps/ConveyorBelt.cs
  26. +1
    -1
      Assets/Scripts/UI/Lobby/LobbyUIController.cs
  27. +48
    -125
      Assets/Scripts/blockSpawn.cs

+ 1
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Assets/Data/Logic Blocks/Rotate Left.asset.meta → Assets/Data/Logic Blocks/Rotate L.asset.meta View File


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@ -1,8 +0,0 @@
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+ 32
- 0
Assets/Prefabs/GameManager.prefab View File

@ -10,6 +10,7 @@ GameObject:
m_Component:
- component: {fileID: 1698745550996942701}
- component: {fileID: 1698745550996942698}
- component: {fileID: 3584776407301914954}
m_Layer: 0
m_Name: GameManager
m_TagString: Untagged
@ -49,3 +50,34 @@ MonoBehaviour:
type: 3}
server: {fileID: 11400000, guid: aba6c842adfc9904dba334cb48257361, type: 2}
ClientList: {fileID: 11400000, guid: ded0b21c3ef1e7049a1128c12e9401fe, type: 2}
spawnBlock: {fileID: 3584776407301914954}
--- !u!114 &3584776407301914954
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1698745550996942700}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 4bedcf540a02cd34886a443a80463285, type: 3}
m_Name:
m_EditorClassIdentifier:
spawnLogicList:
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Count: 1
minCount: 0
isInfinit: 0
- element: {fileID: 11400000, guid: efab8a199b362cb42b3e0bce70dd05f4, type: 2}
Count: 1
minCount: 0
isInfinit: 0
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Count: 1
minCount: 0
isInfinit: 0
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minCount: 0
isInfinit: 0
clientDataList: {fileID: 11400000, guid: ded0b21c3ef1e7049a1128c12e9401fe, type: 2}

+ 1
- 1
Assets/Prefabs/Traps/InGroundTrap.prefab View File

@ -51,7 +51,7 @@ MonoBehaviour:
VisualOffset: {x: 0, y: 0, z: 0}
is_Walkable: 1
isWater: 0
isPit: 0
isPit: 1
isSpawnable: 0
SpawnDirection: 2
--- !u!1001 &61813983148133772

+ 2
- 2
Assets/Scenes/Menus/Lobby.unity View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:645eb7de71edda6ae053639cdb1fe76431b0b94a13287c4e7e2ff250c83313d5
size 46629
oid sha256:6f20ea3050a82f28cd55b2c1ff133057d302ec2ecec14f3f0b59477598461b08
size 45816

+ 1
- 1
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -197,7 +197,7 @@ public class RacetrackGameMode : GameMode
{
character.stuck = true;
}
Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
//Debug.Log("inWater = " + character.inWater + ", inPit = " + character.inPit + ", stuck = " + character.stuck);
}
protected override void OnPlayerKilled(Character character, ClientData client)

+ 1
- 1
Assets/Scripts/LevelBlocks/Water.cs View File

@ -51,7 +51,7 @@ public class Water : ActiveBlock
public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{
Debug.Log("reseting water");
//Debug.Log("reseting water");
if (trappedCharacter != null)
{

+ 10
- 2
Assets/Scripts/Managers/GameManager.cs View File

@ -29,6 +29,8 @@ public class GameManager : MonoBehaviour
[SerializeField]
private ClientList ClientList;
public blockSpawn spawnBlock;
#endregion Inspector Field
#region Private Variables
@ -52,6 +54,7 @@ public class GameManager : MonoBehaviour
private void Start()
{
spawnBlock = gameObject.GetComponent<blockSpawn>();
//Start Game
StartCoroutine(GameRoutine());
@ -84,6 +87,9 @@ public class GameManager : MonoBehaviour
//Allows game mode to instantiate anything it might need;
gameMode.PreGameStart();
//gets list of items to check spawn locations
spawnBlock.wakeup();
//Spawn Characters and tell let the GameMode do anything with the characters it might want
SpawnCharacters();
playerDataAsArray.ForEach(p => p.client.SendLives());
@ -98,7 +104,7 @@ public class GameManager : MonoBehaviour
//I hate having to do this
EnvironmentBlocks = FindObjectsOfType<ActiveBlock>();
Debug.Log("Active blocks found: " + EnvironmentBlocks.Length);
//Debug.Log("Active blocks found: " + EnvironmentBlocks.Length);
//Routine for players movement
yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine;
@ -167,6 +173,8 @@ public class GameManager : MonoBehaviour
removePlayer(player);
}
}
//spawn collectible logic blocks
spawnBlock.Spawn();
//Reset some player Data
@ -246,7 +254,7 @@ public class GameManager : MonoBehaviour
int blockIndex = 0;
foreach (Block block in SpawnBlocks)
{
Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
//Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
}
//int spawnIndex = 0;

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

@ -34,7 +34,7 @@ namespace Networking.Server {
{
LoginHandler.ConnectedClients = new List<ClientData>();
LoginHandler.DisconnectedClients = new List<ClientData>();
Debug.Log("Starting Server on " + port);
//Debug.Log("Starting Server on " + port);
server = new NetworkServerSimple();
server.useWebSockets = useWebSockets;

+ 1
- 1
Assets/Scripts/Traps/ConveyorBelt.cs View File

@ -20,7 +20,7 @@ public class ConveyorBelt : ActiveBlock
{
if (CurrentPlayer != null)
{
Debug.Log("currentPlayer: " + CurrentPlayer);
//Debug.Log("currentPlayer: " + CurrentPlayer);
yield return StartCoroutine(Action.Run(CurrentPlayer, 1,true));
}

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

@ -42,7 +42,7 @@ public class LobbyUIController : MonoBehaviour
private void DisplayClients(List<ClientData> data)
{
Debug.Log("Updating Connected Clients");
//Debug.Log("Updating Connected Clients");
foreach (Transform child in Content)
if (child.gameObject != ClientTag)
Destroy(child.gameObject);

+ 48
- 125
Assets/Scripts/blockSpawn.cs View File

@ -7,47 +7,68 @@ public class blockSpawn : MonoBehaviour
{
[SerializeField]
public Inventory.Data[] spawnLogicList;
public List<ClientData> ConnectedClients;
List<ClientData> ConnectedClients;
public ClientList clientDataList;
public Block[] SpawnBlocks;
public List<Vector3> spawnedLocations;
int scoreDifference = 0;
float average = 0;
List<Vector3> spawnedLocations;
int min_z = -2, max_z = 2;
Vector3 spawnposition = new Vector3(0, 0, 0);
void Awake()
{
ConnectedClients = clientDataList.ConnectedClients;
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
ConnectedClients = clientDataList.ConnectedClients;
spawnedLocations = new List<Vector3>();
}
public void wakeup()
{
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
}
public void Spawn()
{
getPlayerScores();
getPlayerLocations(ConnectedClients.ToArray(), 0.75f);
//second spawning block only if needed
/* if (scoreDifference > average)
/*
Get all player locations, get leader(biggest x position value) and min value
+2 to each value, set as min and man in random.range()
add locations to a list to ensure no duplicates
check not over pit or hole
*/
ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x + 2;
int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x + 2;
for(int i = 0; i < 2; i++)
{
List<ClientData> lessClients = new List<ClientData>(ConnectedClients);
lessClients.RemoveAt(lessClients.Count - 1);
getPlayerLocations(lessClients.ToArray(), 0.6f);
}*/
spawnposition = new Vector3(Random.Range(min_x, max_x), -0.5f, Random.Range(min_z, max_z));
checkLocation(spawnposition);
}
}
private void getPlayerScores()
private void checkLocation(Vector3 spawnposition)
{
ConnectedClients.Sort((b, a) => a.Lives.CompareTo(b.Lives));
int totalScores = 0;
scoreDifference = ConnectedClients[0].Lives + ConnectedClients[ConnectedClients.Count-1].Lives;
//Debug.Log("score difference " + scoreDifference);
for(int i = 0; i < ConnectedClients.Count; i++)
bool duplicate = checkDuplicatePosition(spawnposition);
if (duplicate == false)
{
bool valid = checkValid(spawnposition);
if (valid == true)
{
spawnBlock(spawnposition);
}
else
{
//Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
//checkLocation(new Vector3(spawnposition.x, spawnposition.y + 1.5f, spawnposition.z));
Debug.Log("Fail one");
}
}
else
{
totalScores += ConnectedClients[i].Lives;
//this needs to be changed
//Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
//checkLocation(new Vector3(spawnposition.x, spawnposition.y + 1.5f, spawnposition.z));
Debug.Log("Fail two");
}
average = totalScores / ConnectedClients.Count;
//Debug.Log("score average " + average);
}
private bool checkDuplicatePosition(Vector3 spawnposition)
@ -67,6 +88,7 @@ public class blockSpawn : MonoBehaviour
private bool checkValid(Vector3 spawnposition)
{
//is over a walkable block
for (int i = 0; i < SpawnBlocks.Length; i++)
{
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
@ -81,6 +103,7 @@ public class blockSpawn : MonoBehaviour
{
GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab);
spawnposition.y += 1.5f;
int number = (int)Random.Range(1.0f, spawnLogicList.Length);
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
@ -89,104 +112,4 @@ public class blockSpawn : MonoBehaviour
Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
spawnedLocations.Add(spawnposition);
}
private void checkLocation(Vector3 spawnposition)
{
bool duplicate = false;
if (duplicate == false)
{
bool valid = checkValid(spawnposition);
if (valid == true)
{
spawnBlock(spawnposition);
}
else
{
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
}
}
else
{
//this needs to be changed
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
}
}
private void getPlayerLocations(ClientData[] clients, float weightMultiplier)
{
float[] weightings = new float[clients.Length];
if(clients.Length > 1)
{
Vector3 spawnposition = new Vector3(0, 0, 0);
for (int i = 0; i < clients.Length; i++)
{
spawnposition += clients[i].playerCharacter.CurrentBlock.VisualPosition;
//Debug.Log("currentBlock.VisualPosition " + clients[i].playerCharacter.CurrentBlock.VisualPosition);
}
spawnposition *= (1.0f / clients.Length);
//Debug.Log("spawnposition " + spawnposition);
Vector3[] direction = new Vector3[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
direction[i] = (spawnposition - clients[i].playerCharacter.CurrentBlock.VisualPosition);
//Debug.Log("direction " + i + " " + direction[i]);
}
//weighting calculations
float[] difAvg = new float[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
difAvg[i] = clients[i].Lives - average;
}
float[] ratio = new float[clients.Length];
//Debug.Log("difAvg[0] " + difAvg[0]);
if (difAvg[0] == 0)
{
for (int i = 0; i < clients.Length; i++)
{
weightings[i] = 0.5f * weightMultiplier;
//Debug.Log("weightings " + i + " " + weightings[i]);
}
}
else
{
for (int i = 0; i < clients.Length; i++)
{
ratio[i] = difAvg[i] / difAvg[0];
ratio[i] /= 2.0f;
ratio[i] += 0.5f;
weightings[i] = ratio[i] * weightMultiplier;
weightings[i] = Mathf.Clamp(weightings[i], 0, 1);
//Debug.Log("weightings " + i + " " + weightings[i]);
}
}
//multiply weightings by the direction
//take average point and add directions
for (int i = 0; i < clients.Length; i++)
{
spawnposition += (weightings[i] * direction[i]);
//Debug.Log("(weightings[i] * direction[i] " + (weightings[i] * direction[i]));
}
spawnposition += Vector3.one * 0.5f;
//Debug.Log("spawnposition " + spawnposition);
//spawn first block
checkLocation(spawnposition);
}
else
{
Vector2 playerOne = new Vector2(clients[0].playerCharacter.CurrentBlock.VisualPosition.x, clients[0].playerCharacter.CurrentBlock.VisualPosition.z);
int xVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.x;
int zVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.y;
checkLocation(new Vector3(xVal, 1.0f, zVal));
}
}
}

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