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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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  7. +0
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  8. +0
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  9. +0
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  14. +3
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  15. +1
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  16. +0
    -3
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  17. +0
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      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

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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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Assets/Prefabs/GameManager.prefab View File

@ -10,6 +10,7 @@ GameObject:
m_Component: m_Component:
- component: {fileID: 1698745550996942701} - component: {fileID: 1698745550996942701}
- component: {fileID: 1698745550996942698} - component: {fileID: 1698745550996942698}
- component: {fileID: 3584776407301914954}
m_Layer: 0 m_Layer: 0
m_Name: GameManager m_Name: GameManager
m_TagString: Untagged m_TagString: Untagged
@ -49,3 +50,34 @@ MonoBehaviour:
type: 3} type: 3}
server: {fileID: 11400000, guid: aba6c842adfc9904dba334cb48257361, type: 2} server: {fileID: 11400000, guid: aba6c842adfc9904dba334cb48257361, type: 2}
ClientList: {fileID: 11400000, guid: ded0b21c3ef1e7049a1128c12e9401fe, type: 2} ClientList: {fileID: 11400000, guid: ded0b21c3ef1e7049a1128c12e9401fe, type: 2}
spawnBlock: {fileID: 3584776407301914954}
--- !u!114 &3584776407301914954
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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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
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minCount: 0
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minCount: 0
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isInfinit: 0
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Assets/Prefabs/Traps/InGroundTrap.prefab View File

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

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

@ -1,3 +1,3 @@
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+ 1
- 1
Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs View File

@ -197,7 +197,7 @@ public class RacetrackGameMode : GameMode
{ {
character.stuck = true; 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) 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) public override IEnumerator OnRoundEnd(PlayerData[] allPlayers)
{ {
Debug.Log("reseting water");
//Debug.Log("reseting water");
if (trappedCharacter != null) if (trappedCharacter != null)
{ {

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

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

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

@ -20,7 +20,7 @@ public class ConveyorBelt : ActiveBlock
{ {
if (CurrentPlayer != null) if (CurrentPlayer != null)
{ {
Debug.Log("currentPlayer: " + CurrentPlayer);
//Debug.Log("currentPlayer: " + CurrentPlayer);
yield return StartCoroutine(Action.Run(CurrentPlayer, 1,true)); 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) private void DisplayClients(List<ClientData> data)
{ {
Debug.Log("Updating Connected Clients");
//Debug.Log("Updating Connected Clients");
foreach (Transform child in Content) foreach (Transform child in Content)
if (child.gameObject != ClientTag) if (child.gameObject != ClientTag)
Destroy(child.gameObject); Destroy(child.gameObject);

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

@ -7,47 +7,68 @@ public class blockSpawn : MonoBehaviour
{ {
[SerializeField] [SerializeField]
public Inventory.Data[] spawnLogicList; public Inventory.Data[] spawnLogicList;
public List<ClientData> ConnectedClients;
List<ClientData> ConnectedClients;
public ClientList clientDataList; public ClientList clientDataList;
public Block[] SpawnBlocks; 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() void Awake()
{ {
ConnectedClients = clientDataList.ConnectedClients;
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
ConnectedClients = clientDataList.ConnectedClients;
spawnedLocations = new List<Vector3>(); spawnedLocations = new List<Vector3>();
} }
public void wakeup()
{
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
}
public void Spawn() 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) private bool checkDuplicatePosition(Vector3 spawnposition)
@ -67,6 +88,7 @@ public class blockSpawn : MonoBehaviour
private bool checkValid(Vector3 spawnposition) private bool checkValid(Vector3 spawnposition)
{ {
//is over a walkable block
for (int i = 0; i < SpawnBlocks.Length; i++) for (int i = 0; i < SpawnBlocks.Length; i++)
{ {
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z) 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 prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab); GameObject block = Instantiate(prefab);
spawnposition.y += 1.5f;
int number = (int)Random.Range(1.0f, spawnLogicList.Length); int number = (int)Random.Range(1.0f, spawnLogicList.Length);
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element; 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); Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
spawnedLocations.Add(spawnposition); 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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