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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<int, PlayerData> playerData;
#endregion Private Variables
#region Read Only
/// <summary>
/// Easy access to IEnumerable in playerData so we can Enumerate through it
/// </summary>
private PlayerData[] playerDataAsArray { get { return playerData.Values.ToArray(); } }
/// <summary>
/// Easy access to GameMode value in CurrentGameMode reference
/// </summary>
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();
playerDataAsArray.ForEach(p => p.client.SendLives());
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.SendLives()); //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<int, PlayerData>();
Block[] SpawnBlocks = FindObjectsOfType<Block>().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
/// <summary>
/// Registers functions which should deal with incoming messages from clients
/// </summary>
private void RegisterHandlers()
{
server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
}
/// <summary>
/// Clears any functions from server register which the manager would deal with
/// </summary>
private void UnRegisterHandlers()
{
server.server.UnregisterHandler(LogicProtocols.SendLogicList);
}
/// <summary>
/// Called when server recieves moves from client
/// </summary>
/// <param name="msg">messages passed by server</param>
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<LogicBlock>(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();
}
}