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; #endregion Private Variables #region Read Only /// /// Easy access to IEnumerable in playerData so we can Enumerate through it /// private PlayerData[] playerDataAsArray { get { return playerData.Values.ToArray(); } } /// /// Easy access to GameMode value in CurrentGameMode reference /// private GameMode gameMode {get { return CurrentGameMode.Value; } } #endregion Read Only #region Unity Functions private void Start() { //Start Game StartCoroutine(GameRoutine()); } private void Update() { //This is required so that the server can continue to recieve client messages //(it is a unity thing) server.ServerUpdate(); } private void OnEnable() { //Let Server know we want to recieve some messages RegisterHandlers(); } private void OnDisable() { //Let server know to not send messages this way UnRegisterHandlers(); } #endregion Unity Functions #region Class Functions private IEnumerator GameRoutine() { //Allows game mode to instantiate anything it might need; gameMode.PreGameStart(); //Spawn Characters and tell let the GameMode do anything with the characters it might want SpawnCharacters(); gameMode.GameStart(playerDataAsArray); //Loop until the GameMode lets us know the game is over while (!gameMode.isGameOver(playerDataAsArray)) { //wait until we have recieved all player input yield return StartCoroutine(WaitForPlayerInput()); //Routine for players movement yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine; } //Let the gamemode know that the game is over gameMode.GameEnd(playerDataAsArray); } private IEnumerator RoundRoutine() { //Tell the gamemode that we are starting a round gameMode.RoundStart(playerDataAsArray); //Loop until all players have finished moving while (playerDataAsArray.Any(p => !p.blockReader.Finished)) { //Loop through all players foreach (PlayerData player in playerDataAsArray) { yield return StartCoroutine(MoveRoutine(player));//Move Player gameMode.PlayerMoved(player);//LetGameModeKnow } //Let Gamemode know all players have moved gameMode.AllPlayersMoved(playerDataAsArray.ToArray()); playerDataAsArray.ForEach(p => p.client.SendScore()); //Update the players score //if Game is over break out of loop if (gameMode.isGameOver(playerDataAsArray)) break; } //Let GameMode know that Round is Over gameMode.RoundEnd(playerDataAsArray.ToArray()); //Reset some player Data foreach (PlayerData player in playerDataAsArray) { player.blockReader.Reset(); player.client.SendInventory(); } } private IEnumerator WaitForPlayerInput() { //send round length to players //#TODO make this only happen after first input LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg(gameMode.GetRoundTime()); playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime)); //Send players to input Scene ClientList.ForEach(p => p.ChangeScene("ClientScene")); //Let gamemode know clients are input-ing gameMode.InputStart(playerDataAsArray); //wait for all players to yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList)); //reset playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list //Let gamemode know all inputs have been recieved gameMode.InputEnd(playerDataAsArray); } private IEnumerator MoveRoutine(PlayerData data) { bool blockFinished = false; float waitTime; //Loop until the current block indicates or the reader indicates it has finished while (!blockFinished && !data.blockReader.Finished) { //If the current block hasn't already been removed, remove it from the player inventory //We need to check if it has already been removed so loops don't eat an entire stack if (data.blockReader.CurrentBlock != null && !data.blockReader.CurrentBlock.hasBeenRemoved) { data.client.Inventory.Remove(data.blockReader.CurrentBlock); data.blockReader.CurrentBlock.hasBeenRemoved = true; } //Process the move blockFinished = data.blockReader.Read(data.character, AnimationTime, out waitTime); //Wait for the animation to finish yield return new WaitForSeconds(waitTime); } } private void SpawnCharacters() { playerData = new Dictionary(); Block[] SpawnBlocks = FindObjectsOfType().Where(p => p.isSpawnable).ToArray(); int blockIndex = 0; foreach (Block block in SpawnBlocks) { Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")"); } //int spawnIndex = 0; //If we have an odd number of players, then we start at spawn point 0 (in the middle) //If we have an even number, then we skip it int spawnIndex = ((ClientList.Count() + 1) % 2); //int spawnIndex = 0; foreach (ClientData client in ClientList) { //Debug.Log("spawnIndex = " + spawnIndex); Character newChar = Instantiate(characterPrefab); //Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)]; Block startingBlock = SpawnBlocks[spawnIndex++]; newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal); newChar.transform.forward = startingBlock.SpawnDirection.ToVector(); playerData.Add(client.ID, new PlayerData(newChar, client)); newChar.ClientLink = client; client.playerCharacter = newChar; } } #endregion Class Functions #region Networking Functions /// /// Registers functions which should deal with incoming messages from clients /// private void RegisterHandlers() { server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList); } /// /// Clears any functions from server register which the manager would deal with /// private void UnRegisterHandlers() { server.server.UnregisterHandler(LogicProtocols.SendLogicList); } /// /// Called when server recieves moves from client /// /// messages passed by server private void RecieveLogicList(NetworkMessage msg) { //try to read base message as a logic message LogicProtocols.LogicMsg logicMsg; if (!msg.TryRead(out logicMsg)) return; //Debug that we have recieved it Debug.Log("Recieved function from " + ClientList[msg.conn.connectionId].Name); //Update player Data with recieved list playerData[msg.conn.connectionId].blockReader.LogicChain = new List(logicMsg.elements); playerData[msg.conn.connectionId].recievedList = true; } #endregion Networking Functions } public class PlayerData { public Character character; public BlockReader blockReader; public ClientData client; public bool recievedList; public PlayerData(Character character, ClientData client) { this.character = character; this.client = client; blockReader = new BlockReader(); } }