using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Networking; using Networking.Server; using Networking; using UnityEngine.SceneManagement; public class GameManager : MonoBehaviour { #region Inspector Field [Header("Settings")] [SerializeField] private float AnimationTime; [SerializeField] private GameModeReference 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; private GameMode gamemode; #endregion Private Variables #region Read Only private IEnumerable playerArray { get { return playerData.Values; } } #endregion Read Only public void Awake() { gamemode = CurrentGameMode.Value; RegisterHandlers(); SpawnCharacters(); ClientList.ForEach(p => p.ChangeScene("ClientScene")); } private void Start() { gamemode.GameStart(playerArray.ToArray()); StartRound(); } private void Update() { server.ServerUpdate(); } private void RecieveLogicList(NetworkMessage msg) { LogicProtocols.LogicMsg logicMsg; if (!msg.TryRead(out logicMsg)) 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)) DoRoundRoutine(); } private void DoRoundRoutine() { Debug.Log("Starting Round"); StartCoroutine(RoundRoutine()); } private void StartRound() { gamemode.RoundStart(playerArray.ToArray()); } private IEnumerator RoundRoutine() { playerArray.ForEach(p => p.recievedList = false); while (playerArray.Any(p => !p.blockReader.Finished)) { foreach (PlayerData player in playerArray) { if (!player.waiting) { if (player.blockReader.CurrentBlock != null && !player.blockReader.CurrentBlock.hasBeenRemoved) { Debug.Log("used Block: " + player.blockReader.CurrentBlock.name); player.client.Inventory.Remove(player.blockReader.CurrentBlock); player.blockReader.CurrentBlock.hasBeenRemoved = true; } player.waiting = player.blockReader.Read(player.character, AnimationTime); } } yield return new WaitForSeconds(AnimationTime); gamemode.FinishedMove(playerArray.ToArray()); if (playerArray.All(p => p.waiting)) { playerArray.ForEach(p => p.waiting = false); Debug.Log("Finished one move"); } } if (gamemode.isGameOver(playerArray.ToArray())) { Debug.Log("Game Over"); SceneManager.LoadScene("ScoreBoards"); } gamemode.RoundEnd(playerArray.ToArray()); foreach (PlayerData player in playerArray) { player.blockReader.Reset(); player.waiting = false; player.client.SendInventory(); player.client.ChangeScene("ClientScene"); } Debug.Log("Finished Moving"); StartRound(); } 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); newChar.transform.forward = startingBlock.SpawnDirection.ToVector(); 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(); } }