using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Networking.Server;
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public class blockSpawn : MonoBehaviour
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{
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[SerializeField]
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public Inventory.Data[] StrongLogicList;
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public Inventory.Data[] NormalLogicList;
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public Inventory.Data[] WeakLogicList;
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Inventory.Data[] listtoUse;
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List<ClientData> ConnectedClients;
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public ClientList clientDataList;
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public List<Block> SpawnBlocks;
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List<Vector3> spawnedLocations;
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public List<Block> possibleSpawnLocations;
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int spawnNumber = 2;
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void Awake()
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{
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ConnectedClients = clientDataList.ConnectedClients;
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spawnedLocations = new List<Vector3>();
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possibleSpawnLocations = new List<Block>();
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}
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public void wakeup()
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{
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SpawnBlocks.Clear();
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SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isCollectableSpawnable).ToList();
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}
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public void Spawn()
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{
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//Sort play locations so leader is first
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if (ConnectedClients.Count > 1)
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{
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ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
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}
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//add two to each to set bounds
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int min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
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int max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x +2;
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//Debug.Log("Min x: " + min_x + " max x: " + max_x);
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//Check points within the bounds of players
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foreach(Block point in SpawnBlocks)
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{
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//Debug.Log("Position: " + point.transform.position.x + " and " + point.transform.position.z);
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if(point.transform.position.x >= min_x && point.transform.position.x <= max_x)
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{
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possibleSpawnLocations.Add(point);
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}
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}
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//pick a random value from those available, checks the location
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//then removes it to remove the possibility of duplicates
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//Debug.Log(possibleSpawnLocations.Count);
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if(possibleSpawnLocations.Count > 0)
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{
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while (spawnNumber > 0)
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{
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if(possibleSpawnLocations.Count > 0){
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int choice = Random.Range(0, possibleSpawnLocations.Count - 1);
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bool spawned = checkLocation(possibleSpawnLocations[choice].transform.position);
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if (spawned == true)
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{
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possibleSpawnLocations.RemoveAt(choice);
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spawnNumber--;
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}
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}
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}
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}
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spawnNumber = 2;
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}
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private bool checkLocation(Vector3 spawnposition)
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{
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bool duplicate = checkDuplicatePosition(spawnposition);
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if (duplicate == false)
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{
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spawnBlock(spawnposition);
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return true;
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}
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else
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{
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Debug.Log("Fail to spawn - duplicate positioning");
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return false;
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}
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}
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private bool checkDuplicatePosition(Vector3 spawnposition)
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{
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if (spawnedLocations.Count > 0)
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{
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for (int k = 0; k < spawnedLocations.Count; k++)
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{
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if (spawnedLocations[k].x == spawnposition.x && spawnedLocations[k].z == spawnposition.z)
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{
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return true;
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}
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}
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}
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return false;
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}
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private void spawnBlock(Vector3 spawnposition)
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{
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GameObject prefab = Resources.Load("Logic Block") as GameObject;
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GameObject block = Instantiate(prefab);
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spawnposition.y += 1.5f;
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block.transform.position = spawnposition;
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spawnedLocations.Add(spawnposition);
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}
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public void assignLogicBlock(GameObject block, float value)
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{
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if(value > 1)
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{
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listtoUse = WeakLogicList;
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}
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else if (value <= 1 && value > (-4))
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{
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listtoUse = NormalLogicList;
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}
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else if (value <= (-5))
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{
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listtoUse = StrongLogicList;
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}
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//max behind camera is -6/-7
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//max lives = 3
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// ~ anyone ahead of the average will have a minimum of 4(full lives) or 2(with 1 life left)
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// ~ anyone behind the average will have a minimum of -3-4(full lives) or -5/-6 (with one life left)
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int number = Random.Range(0, listtoUse.Length-1);
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block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = listtoUse[number].element;
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block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = 1;
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}
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}
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