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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. using UnityEngine.Networking;
  6. using Networking.Server;
  7. using Networking;
  8. using UnityEngine.SceneManagement;
  9. public class GameManager : MonoBehaviour
  10. {
  11. #region Inspector Field
  12. [Header("Settings")]
  13. [SerializeField]
  14. private float AnimationTime;
  15. [SerializeField]
  16. private GameModeReference CurrentGameMode;
  17. [Header("References")]
  18. [SerializeField]
  19. [Tooltip("Prefab of character for players to play")]
  20. private Character characterPrefab;
  21. [SerializeField]
  22. private ServerObject server;
  23. [SerializeField]
  24. private ClientList ClientList;
  25. #endregion Inspector Field
  26. #region Private Variables
  27. private Dictionary<int, PlayerData> playerData;
  28. private GameMode gamemode;
  29. #endregion Private Variables
  30. #region Read Only
  31. private IEnumerable<PlayerData> playerArray { get { return playerData.Values; } }
  32. #endregion Read Only
  33. public GameObject levelInfo;
  34. public blockSpawn bspawn;
  35. public void Awake()
  36. {
  37. gamemode = CurrentGameMode.Value;
  38. RegisterHandlers();
  39. SpawnCharacters();
  40. ClientList.ForEach(p => p.ChangeScene("ClientScene"));
  41. }
  42. private void Start()
  43. {
  44. StartCoroutine(displayforSeconds(levelInfo, 5.0f));
  45. gamemode.GameStart(playerArray.ToArray());
  46. StartRound();
  47. }
  48. private void Update()
  49. {
  50. server.ServerUpdate();
  51. }
  52. IEnumerator displayforSeconds(GameObject display, float time)
  53. {
  54. display.SetActive (true);
  55. yield return new WaitForSeconds(time);
  56. display.SetActive (false);
  57. }
  58. private void RecieveLogicList(NetworkMessage msg)
  59. {
  60. LogicProtocols.LogicMsg logicMsg;
  61. if (!msg.TryRead(out logicMsg))
  62. return;
  63. Debug.Log("Recieved function from " + msg.conn.connectionId);
  64. playerData[msg.conn.connectionId].blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);
  65. playerData[msg.conn.connectionId].recievedList = true;
  66. if (playerData.All(p => p.Value.recievedList))
  67. DoRoundRoutine();
  68. }
  69. private void DoRoundRoutine()
  70. {
  71. Debug.Log("Starting Round");
  72. StartCoroutine(RoundRoutine());
  73. }
  74. private void StartRound()
  75. {
  76. gamemode.RoundStart(playerArray.ToArray());
  77. LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg( gamemode.GetRoundTime());
  78. playerArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
  79. }
  80. private IEnumerator RoundRoutine()
  81. {
  82. playerArray.ForEach(p => p.recievedList = false);
  83. while (playerArray.Any(p => !p.blockReader.Finished))
  84. {
  85. foreach (PlayerData player in playerArray)
  86. {
  87. if (!player.waiting)
  88. {
  89. if (player.blockReader.CurrentBlock != null && !player.blockReader.CurrentBlock.hasBeenRemoved)
  90. {
  91. Debug.Log("used Block: " + player.blockReader.CurrentBlock.name);
  92. player.client.Inventory.Remove(player.blockReader.CurrentBlock);
  93. player.blockReader.CurrentBlock.hasBeenRemoved = true;
  94. }
  95. player.waiting = player.blockReader.Read(player.character, AnimationTime);
  96. }
  97. }
  98. yield return new WaitForSeconds(AnimationTime);
  99. gamemode.FinishedMove(playerArray.ToArray());
  100. if (playerArray.All(p => p.waiting))
  101. {
  102. playerArray.ForEach(p => p.waiting = false);
  103. Debug.Log("Finished one move");
  104. }
  105. }
  106. if (gamemode.isGameOver(playerArray.ToArray()))
  107. {
  108. Debug.Log("Game Over");
  109. SceneManager.LoadScene("ScoreBoards");
  110. }
  111. gamemode.RoundEnd(playerArray.ToArray());
  112. foreach (PlayerData player in playerArray)
  113. {
  114. player.blockReader.Reset();
  115. player.waiting = false;
  116. player.client.SendInventory();
  117. player.client.ChangeScene("ClientScene");
  118. }
  119. Debug.Log("Finished Moving");
  120. bspawn.getPlayerLocations();
  121. StartRound();
  122. }
  123. private void SpawnCharacters()
  124. {
  125. playerData = new Dictionary<int, PlayerData>();
  126. Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
  127. int spawnIndex = 0;
  128. foreach (ClientData client in ClientList)
  129. {
  130. Character newChar = Instantiate(characterPrefab);
  131. Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
  132. newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
  133. newChar.transform.forward = startingBlock.SpawnDirection.ToVector();
  134. playerData.Add(client.ID, new PlayerData(newChar,client));
  135. client.playerCharacter = newChar;
  136. }
  137. }
  138. private void RegisterHandlers()
  139. {
  140. server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
  141. }
  142. }
  143. public class PlayerData
  144. {
  145. public Character character;
  146. public BlockReader blockReader;
  147. public ClientData client;
  148. public bool recievedList;
  149. public bool waiting;
  150. public PlayerData(Character character, ClientData client)
  151. {
  152. this.character = character;
  153. this.client = client;
  154. blockReader = new BlockReader();
  155. }
  156. }