Browse Source

Change move text colour, Add how to for for-loop, add how to to access inventory, fix block spawning, fix fog sizing, add back button to lobby scene

master
Claire Peta 5 years ago
parent
commit
2cfa6facba
20 changed files with 578 additions and 267 deletions
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  15. +1
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  16. +1
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  17. +4
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  18. +5
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      Assets/Scripts/UI/Lobby/LobbyUIController.cs
  19. +145
    -42
      Assets/Scripts/blockSpawn.cs
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- 20
Assets/Scenes/TuteLevelThree.unity View File

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m_UseRadianceAmbientProbe: 0 m_UseRadianceAmbientProbe: 0
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Level Three' Level Three'
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@ -1363,7 +1363,7 @@ Camera:
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serializedVersion: 2 serializedVersion: 2
m_ClearFlags: 2 m_ClearFlags: 2
m_BackGroundColor: {r: 0.54509807, g: 0.69411767, b: 0.82745105, a: 0}
m_BackGroundColor: {r: 0.54509807, g: 0.69803923, b: 0.82745105, a: 0}
m_projectionMatrixMode: 1 m_projectionMatrixMode: 1
m_SensorSize: {x: 36, y: 24} m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0} m_LensShift: {x: 0, y: 0}
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m_LocalPosition: {x: 1.6, y: 0.19, z: 1.8}
m_LocalScale: {x: 4.2278, y: 4.2278, z: 4.2278}
m_LocalPosition: {x: -35.9, y: 0.19, z: 42.4}
m_LocalScale: {x: 10, y: 10, z: 10}
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m_RootOrder: 9 m_RootOrder: 9
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+ 33
- 33
Assets/Scenes/TuteLevelTwo.unity View File

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+ 2
- 2
Assets/Scripts/Character.cs View File

@ -80,10 +80,10 @@ public class Character : MonoBehaviour
if(isTuteLevel == false){ if(isTuteLevel == false){
if (BlockTitlePrefab == null) if (BlockTitlePrefab == null)
return; return;
TMPro.TextMeshPro temp = Instantiate(BlockTitlePrefab.gameObject).GetComponent<TMPro.TextMeshPro>(); TMPro.TextMeshPro temp = Instantiate(BlockTitlePrefab.gameObject).GetComponent<TMPro.TextMeshPro>();
temp.text = block.DisplayName; temp.text = block.DisplayName;
temp.color = block.Color;
temp.color = ClientLink.Color;
temp.transform.position = transform.position + (Vector3.one * 0.25f); temp.transform.position = transform.position + (Vector3.one * 0.25f);
temp.transform.rotation = Quaternion.LookRotation(temp.transform.position - Camera.main.transform.position); temp.transform.rotation = Quaternion.LookRotation(temp.transform.position - Camera.main.transform.position);

+ 0
- 8
Assets/Scripts/Components.meta View File

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fileFormatVersion: 2
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folderAsset: yes
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userData:
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+ 1
- 1
Assets/Scripts/Logic/Blocks/LogicBlock.cs View File

@ -206,7 +206,7 @@ public class BlockToken
{ {
LogicBlock retVal = (LogicBlock)ScriptableObject.CreateInstance(blockType); LogicBlock retVal = (LogicBlock)ScriptableObject.CreateInstance(blockType);
Debug.Log("type: " + retVal.GetType());
//Debug.Log("type: " + retVal.GetType());
retVal.CopyToken(this); retVal.CopyToken(this);
return retVal; return retVal;

+ 1
- 3
Assets/Scripts/MainMenuControllerServer.cs View File

@ -1,6 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.UI;
using UnityEngine; using UnityEngine;
public class MainMenuControllerServer : MonoBehaviour public class MainMenuControllerServer : MonoBehaviour

+ 4
- 5
Assets/Scripts/Managers/GameManager.cs View File

@ -96,8 +96,7 @@ public class GameManager : MonoBehaviour
{ {
gamemode.RoundStart(playerArray.ToArray()); gamemode.RoundStart(playerArray.ToArray());
LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg( gamemode.GetRoundTime()); LogicProtocols.FloatMsg RoundTime = new LogicProtocols.FloatMsg( gamemode.GetRoundTime());
//bspawn.getPlayerScores();
//bspawn.getPlayerLocations();
bspawn.Spawn();
playerArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime)); playerArray.ForEach(p => p.client.conn.Send(LogicProtocols.SendRoundTime, RoundTime));
} }
@ -105,11 +104,11 @@ public class GameManager : MonoBehaviour
{ {
playerArray.ForEach(p => p.recievedList = false); playerArray.ForEach(p => p.recievedList = false);
Debug.Log("Doing Round Routine");
//Debug.Log("Doing Round Routine");
while (playerArray.Any(p => !p.blockReader.Finished)) while (playerArray.Any(p => !p.blockReader.Finished))
{ {
Debug.Log("One Move");
//Debug.Log("One Move");
foreach (PlayerData player in playerArray) foreach (PlayerData player in playerArray)
StartCoroutine(RunOnce(player)); StartCoroutine(RunOnce(player));
@ -181,7 +180,7 @@ public class GameManager : MonoBehaviour
blockFinished = data.blockReader.Read(data.character, AnimationTime,out waitTime); blockFinished = data.blockReader.Read(data.character, AnimationTime,out waitTime);
Debug.Log("Waiting: " + waitTime);
//Debug.Log("Waiting: " + waitTime);
yield return new WaitForSeconds(waitTime); yield return new WaitForSeconds(waitTime);
gamemode.OnePlayerMoved(data); gamemode.OnePlayerMoved(data);
} }

+ 5
- 0
Assets/Scripts/UI/Lobby/LobbyUIController.cs View File

@ -59,6 +59,11 @@ public class LobbyUIController : MonoBehaviour
} }
} }
public void OnClick_Back()
{
UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu Server");
}
public void OnClick_StartGame() public void OnClick_StartGame()
{ {

+ 145
- 42
Assets/Scripts/blockSpawn.cs View File

@ -10,78 +10,181 @@ public class blockSpawn : MonoBehaviour
public List<ClientData> ConnectedClients; public List<ClientData> ConnectedClients;
public ClientList clientDataList; public ClientList clientDataList;
public Block[] SpawnBlocks; public Block[] SpawnBlocks;
bool spawned = false;
public List<Vector3> spawnedLocations;
int scoreDifference = 0;
float average = 0;
void Awake() void Awake()
{ {
ConnectedClients = clientDataList.ConnectedClients; ConnectedClients = clientDataList.ConnectedClients;
SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray(); SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
spawnedLocations = new List<Vector3>();
} }
public void getPlayerScores()
public void Spawn()
{ {
ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
getPlayerScores();
getPlayerLocations(ConnectedClients.ToArray(), 0.75f);
//second spawning block only if needed
/* if (scoreDifference > average)
{
List<ClientData> lessClients = new List<ClientData>(ConnectedClients);
lessClients.RemoveAt(lessClients.Count - 1);
getPlayerLocations(lessClients.ToArray(), 0.6f);
}*/
} }
public void checkValid(Vector3 spawnposition)
private void getPlayerScores()
{ {
for(int i = 0; i < SpawnBlocks.Length; i++)
ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
int totalScores = 0;
scoreDifference = ConnectedClients[0].SceneScore + ConnectedClients[ConnectedClients.Count-1].SceneScore;
Debug.Log("score difference " + scoreDifference);
for(int i = 0; i < ConnectedClients.Count; i++)
{ {
if(spawned == false){
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
{
GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab);
int number = (int)Random.Range(1.0f, spawnLogicList.Length);
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = spawnLogicList[number].Count;
block.transform.position = spawnposition;
Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
spawned = true;
break;
}
}
totalScores += ConnectedClients[i].SceneScore;
} }
if (spawned == false){
//needs to be changed, can get caught in an infinite loop when z is 7/8
if (spawnposition.z >= 2 && spawnposition.z <= 8)
average = totalScores / ConnectedClients.Count;
Debug.Log("score average " + average);
}
private bool checkDuplicatePosition(Vector3 spawnposition)
{
if (spawnedLocations.Count > 0)
{
for (int k = 0; k < spawnedLocations.Count; k++)
{ {
spawnposition.z += 1;
checkValid(spawnposition);
if (spawnedLocations[k].x == spawnposition.x && spawnedLocations[k].z == spawnposition.z)
{
return true;
}
} }
else if (spawnposition.z >= 8 && spawnposition.z <= 12)
}
return false;
}
private bool checkValid(Vector3 spawnposition)
{
for (int i = 0; i < SpawnBlocks.Length; i++)
{
if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
{ {
spawnposition.z -= 1;
checkValid(spawnposition);
return true;
} }
}
}
return false;
} }
public void getPlayerLocations()
private void spawnBlock(Vector3 spawnposition)
{ {
Vector3 spawnposition = new Vector3(0, 1, 0);
Vector2 playerTwo = new Vector2(ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.z);
Vector2 playerOne = new Vector2(ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.z);
GameObject prefab = Resources.Load("Logic Block") as GameObject;
GameObject block = Instantiate(prefab);
int number = (int)Random.Range(1.0f, spawnLogicList.Length);
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = spawnLogicList[number].Count;
block.transform.position = spawnposition;
Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
spawnedLocations.Add(spawnposition);
}
//x
if (playerOne.x > playerTwo.x)
private void checkLocation(Vector3 spawnposition)
{
bool duplicate = false;
if (duplicate == false)
{ {
spawnposition.x = ((playerOne.x - playerTwo.x)/2) + playerTwo.x;
bool valid = checkValid(spawnposition);
if (valid == true)
{
spawnBlock(spawnposition);
}
else
{
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
}
} }
else else
{ {
spawnposition.x = ((playerTwo.x - playerOne.x)/2) + playerOne.x;
//this needs to be changed
Block clostest = Utility.minBy(SpawnBlocks, p => Vector3.Distance(p.transform.position, spawnposition));
checkLocation(new Vector3(clostest.position.x, clostest.position.y + 1.5f, clostest.position.z));
} }
//z
if (playerOne.y > playerTwo.y)
}
private void getPlayerLocations(ClientData[] clients, float weightMultiplier)
{
float[] weightings = new float[clients.Length];
if(clients.Length > 1)
{ {
spawnposition.z = ((playerOne.y - playerTwo.y)/2) + playerTwo.y;
Vector3 spawnposition = new Vector3(0, 0, 0);
for (int i = 0; i < clients.Length; i++)
{
spawnposition += clients[i].playerCharacter.CurrentBlock.VisualPosition;
Debug.Log("currentBlock.VisualPosition " + clients[i].playerCharacter.CurrentBlock.VisualPosition);
}
spawnposition *= (1.0f / clients.Length);
Debug.Log("spawnposition " + spawnposition);
Vector3[] direction = new Vector3[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
direction[i] = (spawnposition - clients[i].playerCharacter.CurrentBlock.VisualPosition);
Debug.Log("direction " + i + " " + direction[i]);
}
//weighting calculations
float[] difAvg = new float[clients.Length];
for (int i = 0; i < clients.Length; i++)
{
difAvg[i] = clients[i].SceneScore - average;
}
float[] ratio = new float[clients.Length];
Debug.Log("difAvg[0] " + difAvg[0]);
if (difAvg[0] == 0)
{
for (int i = 0; i < clients.Length; i++)
{
weightings[i] = 0.5f * weightMultiplier;
Debug.Log("weightings " + i + " " + weightings[i]);
}
}
else
{
for (int i = 0; i < clients.Length; i++)
{
ratio[i] = difAvg[i] / difAvg[0];
ratio[i] /= 2.0f;
ratio[i] += 0.5f;
weightings[i] = ratio[i] * weightMultiplier;
weightings[i] = Mathf.Clamp(weightings[i], 0, 1);
Debug.Log("weightings " + i + " " + weightings[i]);
}
}
//multiply weightings by the direction
//take average point and add directions
for (int i = 0; i < clients.Length; i++)
{
spawnposition += (weightings[i] * direction[i]);
Debug.Log("(weightings[i] * direction[i] " + (weightings[i] * direction[i]));
}
Debug.Log("spawnposition " + spawnposition);
//spawn first block
checkLocation(spawnposition);
} }
else else
{ {
spawnposition.z = ((playerTwo.y - playerOne.y)/2) + playerOne.y;
Vector2 playerOne = new Vector2(clients[0].playerCharacter.CurrentBlock.VisualPosition.x, clients[0].playerCharacter.CurrentBlock.VisualPosition.z);
int xVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.x;
int zVal = (int)Random.Range(-3.0f, 3.0f) + (int)playerOne.y;
checkLocation(new Vector3(xVal, 1.0f, zVal));
} }
checkValid(spawnposition);
} }
} }

+ 1
- 1
ProjectSettings/EditorBuildSettings.asset View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1 version https://git-lfs.github.com/spec/v1
oid sha256:6924f90114ea33a8f2dbdbefd6ad1c3a6e41ca3659e4a6a3ecd6754ca31df368
oid sha256:40161240910626c8e801b5f99059825241f74c1641968ffcf7447136c21075dc
size 1650 size 1650

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