using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Networking;
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using Networking.Server;
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using Networking;
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using UnityEngine.SceneManagement;
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public class GameManager : MonoBehaviour
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{
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#region Inspector Field
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[Header("Settings")]
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[SerializeField]
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private float AnimationTime;
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[SerializeField]
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private GameModeReference CurrentGameMode;
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[Header("References")]
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[SerializeField]
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[Tooltip("Prefab of character for players to play")]
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private Character characterPrefab;
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[SerializeField]
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private ServerObject server;
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[SerializeField]
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private ClientList ClientList;
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#endregion Inspector Field
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#region Private Variables
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private Dictionary<int, PlayerData> playerData;
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#endregion Private Variables
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#region Read Only
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/// <summary>
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/// Easy access to IEnumerable in playerData so we can Enumerate through it
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/// </summary>
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private PlayerData[] playerDataAsArray { get { return playerData.Values.ToArray(); } }
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/// <summary>
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/// Easy access to GameMode value in CurrentGameMode reference
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/// </summary>
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private GameMode gameMode {get { return CurrentGameMode.Value; } }
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#endregion Read Only
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#region Unity Functions
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private void Start()
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{
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//Start Game
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StartCoroutine(GameRoutine());
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}
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private void Update()
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{
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//This is required so that the server can continue to recieve client messages
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//(it is a unity thing)
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server.ServerUpdate();
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}
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private void OnEnable()
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{
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//Let Server know we want to recieve some messages
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RegisterHandlers();
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}
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private void OnDisable()
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{
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//Let server know to not send messages this way
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UnRegisterHandlers();
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}
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#endregion Unity Functions
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#region Class Functions
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private IEnumerator GameRoutine()
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{
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//Allows game mode to instantiate anything it might need;
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gameMode.PreGameStart();
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//Spawn Characters and tell let the GameMode do anything with the characters it might want
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SpawnCharacters();
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playerDataAsArray.ForEach(p => p.client.SendLives());
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gameMode.GameStart(playerDataAsArray);
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//Loop until the GameMode lets us know the game is over
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while (!gameMode.isGameOver(playerDataAsArray))
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{
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//wait until we have recieved all player input
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yield return StartCoroutine(WaitForPlayerInput());
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//Routine for players movement
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yield return StartCoroutine(RoundRoutine()); //it's pretty long so it gets it's own coroutine;
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}
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//Let the gamemode know that the game is over
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gameMode.GameEnd(playerDataAsArray);
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}
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private IEnumerator RoundRoutine()
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{
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//Tell the gamemode that we are starting a round
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gameMode.RoundStart(playerDataAsArray);
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//Loop until all players have finished moving
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while (playerDataAsArray.Any(p => !p.blockReader.Finished))
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{
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//Loop through all players
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foreach (PlayerData player in playerDataAsArray)
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{
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yield return StartCoroutine(MoveRoutine(player));//Move Player
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gameMode.PlayerMoved(player);//LetGameModeKnow
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}
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//Let Gamemode know all players have moved
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gameMode.AllPlayersMoved(playerDataAsArray.ToArray());
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playerDataAsArray.ForEach(p => p.client.SendLives()); //Update the players score
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//if Game is over break out of loop
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if (gameMode.isGameOver(playerDataAsArray))
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break;
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}
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//Let GameMode know that Round is Over
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gameMode.RoundEnd(playerDataAsArray.ToArray());
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//Reset some player Data
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foreach (PlayerData player in playerDataAsArray)
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{
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player.blockReader.Reset();
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player.client.SendInventory();
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}
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}
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private IEnumerator WaitForPlayerInput()
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{
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//send round length to players
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//#TODO make this only happen after first input
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LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg(gameMode.GetRoundTime());
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playerDataAsArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
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//Send players to input Scene
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ClientList.ForEach(p => p.ChangeScene("ClientScene"));
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//Let gamemode know clients are input-ing
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gameMode.InputStart(playerDataAsArray);
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//wait for all players to
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yield return new WaitUntil(() => playerData.All(p => p.Value.recievedList));
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//reset
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playerDataAsArray.ForEach(p => p.recievedList = false); //reset all players list
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//Let gamemode know all inputs have been recieved
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gameMode.InputEnd(playerDataAsArray);
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}
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private IEnumerator MoveRoutine(PlayerData data)
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{
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bool blockFinished = false;
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float waitTime;
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//Loop until the current block indicates or the reader indicates it has finished
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while (!blockFinished && !data.blockReader.Finished)
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{
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//If the current block hasn't already been removed, remove it from the player inventory
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//We need to check if it has already been removed so loops don't eat an entire stack
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if (data.blockReader.CurrentBlock != null && !data.blockReader.CurrentBlock.hasBeenRemoved)
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{
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data.client.Inventory.Remove(data.blockReader.CurrentBlock);
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data.blockReader.CurrentBlock.hasBeenRemoved = true;
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}
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//Process the move
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blockFinished = data.blockReader.Read(data.character, AnimationTime, out waitTime);
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//Wait for the animation to finish
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yield return new WaitForSeconds(waitTime);
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}
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}
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private void SpawnCharacters()
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{
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playerData = new Dictionary<int, PlayerData>();
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Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
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int blockIndex = 0;
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foreach (Block block in SpawnBlocks)
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{
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Debug.Log("Block #" + blockIndex++ + " (" + block.transform.position.x + ", " + block.transform.position.y + ", " + block.transform.position.z + ")");
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}
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//int spawnIndex = 0;
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//If we have an odd number of players, then we start at spawn point 0 (in the middle)
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//If we have an even number, then we skip it
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int spawnIndex = ((ClientList.Count() + 1) % 2);
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//int spawnIndex = 0;
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foreach (ClientData client in ClientList)
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{
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//Debug.Log("spawnIndex = " + spawnIndex);
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Character newChar = Instantiate(characterPrefab);
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//Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
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Block startingBlock = SpawnBlocks[spawnIndex++];
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newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
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newChar.transform.forward = startingBlock.SpawnDirection.ToVector();
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playerData.Add(client.ID, new PlayerData(newChar, client));
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newChar.ClientLink = client;
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client.playerCharacter = newChar;
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}
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}
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#endregion Class Functions
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#region Networking Functions
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/// <summary>
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/// Registers functions which should deal with incoming messages from clients
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/// </summary>
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private void RegisterHandlers()
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{
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server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
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}
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/// <summary>
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/// Clears any functions from server register which the manager would deal with
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/// </summary>
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private void UnRegisterHandlers()
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{
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server.server.UnregisterHandler(LogicProtocols.SendLogicList);
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}
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/// <summary>
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/// Called when server recieves moves from client
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/// </summary>
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/// <param name="msg">messages passed by server</param>
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private void RecieveLogicList(NetworkMessage msg)
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{
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//try to read base message as a logic message
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LogicProtocols.LogicMsg logicMsg;
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if (!msg.TryRead(out logicMsg))
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return;
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//Debug that we have recieved it
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Debug.Log("Recieved function from " + ClientList[msg.conn.connectionId].Name);
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//Update player Data with recieved list
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playerData[msg.conn.connectionId].blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);
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playerData[msg.conn.connectionId].recievedList = true;
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}
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#endregion Networking Functions
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}
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public class PlayerData
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{
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public Character character;
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public BlockReader blockReader;
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public ClientData client;
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public bool recievedList;
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public PlayerData(Character character, ClientData client)
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{
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this.character = character;
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this.client = client;
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blockReader = new BlockReader();
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}
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}
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