using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Networking; using Networking.Server; using Networking; public class GameManager : MonoBehaviour { #region Inspector Field [Header("Settings")] [SerializeField] private float AnimationTime; [SerializeField] private GameMode CurrentGameMode; [Header("References")] [SerializeField] [Tooltip("Prefab of character for players to play")] private Character characterPrefab; [SerializeField] private ServerObject server; [SerializeField] private ClientList ClientList; #endregion Inspector Field #region Private Variables private Dictionary playerData; #endregion Private Variables public void Awake() { RegisterHandlers(); SpawnCharacters(); } private void Update() { server.ServerUpdate(); } private void RecieveLogicList(NetworkMessage msg) { LogicProtocols.LogicMsg logicMsg; if (!msg.TryRead(out logicMsg)) { Debug.Log("Recieved unknown message"); return; } Debug.Log("Recieved function from " + msg.conn.connectionId); playerData[msg.conn.connectionId].blockReader.LogicChain = new List(logicMsg.elements); playerData[msg.conn.connectionId].recievedList = true; if (playerData.All(p => p.Value.recievedList)) StartRound(); } private void StartRound() { Debug.Log("Starting Round"); StartCoroutine(RoundRoutine()); } private IEnumerator RoundRoutine() { playerData.ForEach(p => p.Value.recievedList = false); while (playerData.Any(p => !p.Value.blockReader.Finished)) { foreach (PlayerData player in playerData.Values) { if (!player.waiting) { player.waiting = player.blockReader.Read(player.character, AnimationTime); } } yield return new WaitForSeconds(AnimationTime); foreach(KeyValuePair player in playerData) { ClientData client = ClientList.ConnectedClients.First(p => p.ID == player.Key); CurrentGameMode.OnPlayerFinishedMove(player.Value.character, client, player.Value.character.CurrentBlock); } if (playerData.All(p => p.Value.waiting)) { playerData.ForEach(p => p.Value.waiting = false); Debug.Log("Finished one move"); } } CurrentGameMode.OnRoundFinished(); CurrentGameMode.isGameOver(); Debug.Log("Finished Moving"); } private void SpawnCharacters() { playerData = new Dictionary(); Block[] SpawnBlocks = FindObjectsOfType().Where(p => p.isSpawnable).ToArray(); int spawnIndex = 0; foreach (ClientData client in ClientList) { Character newChar = Instantiate(characterPrefab); Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)]; newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal); playerData.Add(client.ID, new PlayerData(newChar,client)); } } private void RegisterHandlers() { server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList); } } public class PlayerData { public Character character; public BlockReader blockReader; public ClientData client; public bool recievedList; public bool waiting; public PlayerData(Character character, ClientData client) { this.character = character; this.client = client; blockReader = new BlockReader(); } }