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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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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private GameMode gamemode;
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#endregion Private Variables
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#region Read Only
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private IEnumerable<PlayerData> playerArray { get { return playerData.Values; } }
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#endregion Read Only
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public void Awake()
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{
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gamemode = CurrentGameMode.Value;
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RegisterHandlers();
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SpawnCharacters();
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gamemode.GameStart(playerArray.ToArray());
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ClientList.ForEach(p => p.ChangeScene("ClientScene"));
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gamemode.GameStart(playerArray.ToArray());
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}
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private void Start()
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{
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gamemode.GameStart(playerArray.ToArray());
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StartRound();
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}
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private void Update()
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{
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server.ServerUpdate();
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}
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private void RecieveLogicList(NetworkMessage msg)
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{
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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.Log("Recieved function from " + msg.conn.connectionId);
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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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if (playerData.All(p => p.Value.recievedList))
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DoRoundRoutine();
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}
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private void DoRoundRoutine()
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{
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Debug.Log("Starting Round");
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StartCoroutine(RoundRoutine());
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}
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private void StartRound()
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{
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gamemode.RoundStart(playerArray.ToArray());
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}
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private IEnumerator RoundRoutine()
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{
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playerArray.ForEach(p => p.recievedList = false);
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while (playerArray.Any(p => !p.blockReader.Finished))
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{
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foreach (PlayerData player in playerArray)
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{
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if (!player.waiting)
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{
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player.client.Inventory.Remove(player.blockReader.CurrentBlock);
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player.waiting = player.blockReader.Read(player.character, AnimationTime);
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}
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}
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yield return new WaitForSeconds(AnimationTime);
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gamemode.FinishedMove(playerArray.ToArray());
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if (playerArray.All(p => p.waiting))
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{
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playerArray.ForEach(p => p.waiting = false);
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Debug.Log("Finished one move");
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}
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if (gamemode.isGameOver(playerArray.ToArray()))
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{
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Debug.Log("Game Over");
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}
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}
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gamemode.RoundEnd(playerArray.ToArray());
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foreach (PlayerData player in playerArray)
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player.blockReader.Reset();
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ClientList.ForEach(p => p.SendInventory());
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ClientList.ForEach(p => p.ChangeScene("ClientScene"));
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Debug.Log("Finished Moving");
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StartRound();
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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 spawnIndex = 0;
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foreach (ClientData client in ClientList)
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{
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Character newChar = Instantiate(characterPrefab);
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Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
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newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
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playerData.Add(client.ID, new PlayerData(newChar,client));
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}
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}
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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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}
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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 bool waiting;
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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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