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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 IEnumerable<PlayerData> playerDataAsArray { get { return playerData.Values; } }
/// <summary>
/// Easy access to GameMode value in CurrentGameMode reference
/// </summary>
private GameMode gameMode {get { return CurrentGameMode.Value; } }
#endregion Read Only
public GameObject levelInfo;
public blockSpawn bspawn;
#region Unity Functions
public void Awake()
{
RegisterHandlers();
SpawnCharacters();
ClientList.ForEach(p => p.ChangeScene("ClientScene"));
}
private void Start()
{
StartCoroutine(displayforSeconds(levelInfo, 5.0f));
gameMode.GameStart(playerDataAsArray.ToArray());
StartRound();
}
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 OnDisable()
{
//Let server know to not send messages this way
UnRegisterHandlers();
}
#endregion Unity Functions
IEnumerator displayforSeconds(GameObject display, float time)
{
display.SetActive (true);
yield return new WaitForSeconds(time);
display.SetActive (false);
}
private void DoRoundRoutine()
{
Debug.Log("Starting Round");
StartCoroutine(RoundRoutine());
}
private void StartRound()
{
gameMode.RoundStart(playerDataAsArray.ToArray());
LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg( gameMode.GetRoundTime());
bspawn.Spawn();
playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
}
private IEnumerator RoundRoutine()
{
playerDataAsArray.ForEach(p => p.recievedList = false);
//Debug.Log("Doing Round Routine");
while (playerDataAsArray.Any(p => !p.blockReader.Finished))
{
//Debug.Log("One Move");
foreach (PlayerData player in playerDataAsArray)
{
Debug.Log(player.client.Name);
StartCoroutine(RunOnce(player));
yield return new WaitUntil(() => player.waiting);
}
//wait until all players have finished
//yield return new WaitUntil(() => playerArray.All(p => p.waiting));
gameMode.FinishedMove(playerDataAsArray.ToArray());
playerDataAsArray.ForEach(p => p.client.SendScore());
}
if (gameMode.isGameOver(playerDataAsArray.ToArray()))
{
Debug.Log("Game Over");
SceneManager.LoadScene("ScoreBoards");
}
gameMode.RoundEnd(playerDataAsArray.ToArray());
foreach (PlayerData player in playerDataAsArray)
{
player.blockReader.Reset();
player.waiting = false;
player.client.SendInventory();
player.client.ChangeScene("ClientScene");
}
//Debug.Log("Finished Moving");
StartRound();
}
private void SpawnCharacters()
{
playerData = new Dictionary<int, PlayerData>();
Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
int spawnIndex = 0;
foreach (ClientData client in ClientList)
{
Character newChar = Instantiate(characterPrefab);
Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
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;
}
}
#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;
//if we have recieved all moves start round
if (playerData.All(p => p.Value.recievedList))
DoRoundRoutine();
}
#endregion Networking Functions
private IEnumerator RunOnce(PlayerData data)
{
data.waiting = false;
bool blockFinished = false;
float waitTime;
while (!blockFinished && !data.blockReader.Finished)
{
//Debug.Log(data.client + "Moving once");
if (data.blockReader.CurrentBlock != null && !data.blockReader.CurrentBlock.hasBeenRemoved)
{
data.client.Inventory.Remove(data.blockReader.CurrentBlock);
data.blockReader.CurrentBlock.hasBeenRemoved = true;
}
blockFinished = data.blockReader.Read(data.character, AnimationTime,out waitTime);
//Debug.Log("Waiting: " + waitTime);
yield return new WaitForSeconds(waitTime);
gameMode.OnePlayerMoved(data);
}
data.waiting = true;
}
}
public class PlayerData
{
public Character character;
public BlockReader blockReader;
public ClientData client;
public bool recievedList;
public bool waiting;
public PlayerData(Character character, ClientData client)
{
this.character = character;
this.client = client;
blockReader = new BlockReader();
}
}