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 blockSpawn : MonoBehaviour
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{
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[SerializeField]
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public Inventory.Data[] spawnLogicList;
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public List<ClientData> ConnectedClients;
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public ClientList clientDataList;
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public Block[] SpawnBlocks;
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bool spawned = false;
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// Start is called before the first frame update
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void Awake()
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{
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ConnectedClients = clientDataList.ConnectedClients;
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SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.is_Walkable).ToArray();
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}
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public void getPlayerScores()
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{
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ConnectedClients.Sort((b, a) => a.SceneScore.CompareTo(b.SceneScore));
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}
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public void checkValid(Vector3 spawnposition)
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{
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for(int i = 0; i < SpawnBlocks.Length; i++)
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{
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if(spawned == false){
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if (SpawnBlocks[i].position.x == spawnposition.x && SpawnBlocks[i].position.z == spawnposition.z)
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{
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GameObject prefab = Resources.Load("Logic Block") as GameObject;
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GameObject block = Instantiate(prefab);
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int number = (int)Random.Range(1.0f, spawnLogicList.Length);
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block.GetComponent<LogicCollectable_Multiplayer>().Collectable.element = spawnLogicList[number].element;
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block.GetComponent<LogicCollectable_Multiplayer>().Collectable.Count = spawnLogicList[number].Count;
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block.transform.position = spawnposition;
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Debug.Log("Instantiated new logic block: " + spawnLogicList[number].element + " at position: " + block.transform.position);
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spawned = true;
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break;
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}
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}
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}
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if(spawned == false){
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spawnposition.z -= 1;
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checkValid(spawnposition);
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}
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}
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public void getPlayerLocations()
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{
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Vector3 spawnposition = new Vector3(0, 1, 0);
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Vector2 playerTwo = new Vector2(ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[1].playerCharacter.CurrentBlock.VisualPosition.z);
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Vector2 playerOne = new Vector2(ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.x, ConnectedClients[0].playerCharacter.CurrentBlock.VisualPosition.z);
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//x
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if (playerOne.x > playerTwo.x)
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{
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if ((playerOne.x - playerTwo.x) <= 1)
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{
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spawnposition.x = playerOne.x;
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}
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else
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{
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spawnposition.x = (playerOne.x - playerTwo.x) + playerOne.x;
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}
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}
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else
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{
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if ((playerTwo.x - playerOne.x) <= 1)
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{
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spawnposition.x = playerTwo.x;
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}
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else
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{
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spawnposition.x = (playerTwo.x - playerOne.x) + playerTwo.x;
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}
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}
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//z
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if (playerOne.y > playerTwo.y)
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{
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if ((playerOne.y - playerTwo.y) <= 1)
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{
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spawnposition.z = playerOne.y;
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}
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else
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{
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spawnposition.z = (playerOne.y - playerTwo.y) + playerOne.y;
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}
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}
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else
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{
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if ((playerTwo.y - playerOne.y) <= 1)
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{
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spawnposition.z = playerTwo.y;
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}
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else
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{
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spawnposition.z = (playerTwo.y - playerOne.y) + playerTwo.y;
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}
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}
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checkValid(spawnposition);
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}
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}
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