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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public int min_x, max_x;
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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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wakeup();
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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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min_x = (int)ConnectedClients[ConnectedClients.Count - 1].playerCharacter.transform.position.x;
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max_x = (int)ConnectedClients[0].playerCharacter.transform.position.x + 4;
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updatePlayerPositions();
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updatePositions(min_x - 1);
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//Check points within the bounds of players
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possibleSpawnLocations.Clear();
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foreach (Block point in SpawnBlocks)
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{
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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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int triesCount = 0;
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if(possibleSpawnLocations.Count > 0)
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{
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while (spawnNumber > 0 && triesCount < 25)
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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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triesCount = 0;
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spawnNumber--;
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}else{
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triesCount++;
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continue;
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}
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}
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else
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{
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goto escape;
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}
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//Debug.Log("spawnNumber " + spawnNumber);
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}
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//Debug.Log("SpawnTries: " + triesCount);
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}
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escape:
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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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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 = 1.0f;
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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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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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public void updatePositions(int min)
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{
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for(int i = SpawnBlocks.Count -1; i>=0; i--)
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{
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if(SpawnBlocks[i].transform.position.x < min)
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{
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SpawnBlocks.Remove(SpawnBlocks[i]);
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}
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}
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}
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public void updatePlayerPositions()
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{
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for (int i = SpawnBlocks.Count - 1; i >= 0; i--)
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{
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if (SpawnBlocks[i].CurrentPlayer != null)
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{
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SpawnBlocks.Remove(SpawnBlocks[i]);
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}
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}
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}
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}
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