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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Networking.Server;
public class blockSpawn : MonoBehaviour
{
[SerializeField]
public Inventory.Data[] StrongLogicList;
public Inventory.Data[] NormalLogicList;
public Inventory.Data[] WeakLogicList;
Inventory.Data[] listtoUse;
List<ClientData> ConnectedClients;
public ClientList clientDataList;
public List<Block> SpawnBlocks;
List<Vector3> spawnedLocations;
public List<Block> possibleSpawnLocations;
int spawnNumber = 2;
public int min_x, max_x;
void Awake()
{
ConnectedClients = clientDataList.ConnectedClients;
spawnedLocations = new List<Vector3>();
possibleSpawnLocations = new List<Block>();
}
public void wakeup()
{
SpawnBlocks.Clear();
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isCollectableSpawnable).ToList();
}
public void Spawn()
{
//Sort play locations so leader is first
if (ConnectedClients.Count > 1)
{
ConnectedClients.Sort((b, a) => a.playerCharacter.transform.position.x.CompareTo(b.playerCharacter.transform.position.x));
}
min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x +3;
Debug.Log("count before update " + SpawnBlocks.Count);
updatePositions(min_x - 1);
updatePlayerPositions();
Debug.Log("count after update " + SpawnBlocks.Count);
Debug.Log("adding possible spawn locations");
//Check points within the bounds of players
possibleSpawnLocations.Clear();
foreach (Block point in SpawnBlocks)
{
//Debug.Log("Position: " + point.transform.position.x + " and " + point.transform.position.z);
if(point.transform.position.x >= min_x && point.transform.position.x <= max_x)
{
possibleSpawnLocations.Add(point);
}
}
//pick a random value from those available, checks the location
//then removes it to remove the possibility of duplicates
Debug.Log("count after add " + possibleSpawnLocations.Count);
if(possibleSpawnLocations.Count > 0)
{
while (spawnNumber > 0)
{
if(possibleSpawnLocations.Count > 0){
int choice = Random.Range(0, possibleSpawnLocations.Count - 1);
Debug.Log("count inside " + possibleSpawnLocations.Count);
bool spawned = checkLocation(possibleSpawnLocations[choice].transform.position);
Debug.Log("bool spawned = " + spawned);
if (spawned == true)
{
possibleSpawnLocations.RemoveAt(choice);
spawnNumber--;
}else{
continue;
}
}
else
{
Debug.Log("spawn else");
goto escape;
}
Debug.Log("spawnNumber " + spawnNumber);
}
}
escape:
spawnNumber = 2;
}
private bool checkLocation(Vector3 spawnposition)
{
Debug.Log("Check location function");
bool duplicate = checkDuplicatePosition(spawnposition);
if (duplicate == false)
{
spawnBlock(spawnposition);
Debug.Log("spawned at" + spawnposition);
return true;
}
else
{
Debug.Log("Fail to spawn at " + spawnposition);
return false;
}
}
private bool checkDuplicatePosition(Vector3 spawnposition)
{
Debug.Log("Check duplicate function");
if (spawnedLocations.Count > 0)
{
for (int k = 0; k < spawnedLocations.Count; k++)
{
if (spawnedLocations[k].x == spawnposition.x && spawnedLocations[k].z == spawnposition.z)
{
return true;
}
}
}
return false;
}
private void spawnBlock(Vector3 spawnposition)
{
GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab);
spawnposition.y = 1.0f;
block.transform.position = spawnposition;
spawnedLocations.Add(spawnposition);
}
public void assignLogicBlock(GameObject block, float value)
{
if(value > 1)
{
listtoUse = WeakLogicList;
}
else if (value <= 1 && value > (-4))
{
listtoUse = NormalLogicList;
}
else if (value <= (-5))
{
listtoUse = StrongLogicList;
}
//max behind camera is -6/-7
//max lives = 3
// ~ anyone ahead of the average will have a minimum of 4(full lives) or 2(with 1 life left)
// ~ anyone behind the average will have a minimum of -3-4(full lives) or -5/-6 (with one life left)
int number = Random.Range(0, listtoUse.Length-1);
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = listtoUse[number].element;
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = 1;
}
public void updatePositions(float max)
{
for(int i = SpawnBlocks.Count -1; i>=0; i--)
{
if(SpawnBlocks[i].transform.position.x <= (int)max)
{
SpawnBlocks.Remove(SpawnBlocks[i]);
}
}
}
public void updatePlayerPositions()
{
for (int i = SpawnBlocks.Count - 1; i >= 0; i--)
{
if (SpawnBlocks[i].CurrentPlayer != null)
{
SpawnBlocks.Remove(SpawnBlocks[i]);
}
}
}
}