using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using UnityEngine.Networking;
|
|
using Networking.Server;
|
|
using Networking;
|
|
using UnityEngine.SceneManagement;
|
|
|
|
|
|
public class GameManager : MonoBehaviour
|
|
{
|
|
#region Inspector Field
|
|
[Header("Settings")]
|
|
[SerializeField]
|
|
private float AnimationTime;
|
|
[SerializeField]
|
|
private GameModeReference CurrentGameMode;
|
|
|
|
|
|
[Header("References")]
|
|
[SerializeField]
|
|
[Tooltip("Prefab of character for players to play")]
|
|
private Character characterPrefab;
|
|
|
|
[SerializeField]
|
|
private ServerObject server;
|
|
|
|
[SerializeField]
|
|
private ClientList ClientList;
|
|
|
|
#endregion Inspector Field
|
|
|
|
|
|
#region Private Variables
|
|
private Dictionary<int, PlayerData> playerData;
|
|
private GameMode gamemode;
|
|
#endregion Private Variables
|
|
|
|
#region Read Only
|
|
private IEnumerable<PlayerData> playerArray { get { return playerData.Values; } }
|
|
#endregion Read Only
|
|
|
|
public GameObject levelInfo;
|
|
public blockSpawn bspawn;
|
|
|
|
public void Awake()
|
|
{
|
|
gamemode = CurrentGameMode.Value;
|
|
RegisterHandlers();
|
|
SpawnCharacters();
|
|
ClientList.ForEach(p => p.ChangeScene("ClientScene"));
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
StartCoroutine(displayforSeconds(levelInfo, 5.0f));
|
|
gamemode.GameStart(playerArray.ToArray());
|
|
StartRound();
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
server.ServerUpdate();
|
|
}
|
|
|
|
IEnumerator displayforSeconds(GameObject display, float time)
|
|
{
|
|
display.SetActive (true);
|
|
yield return new WaitForSeconds(time);
|
|
display.SetActive (false);
|
|
}
|
|
|
|
private void RecieveLogicList(NetworkMessage msg)
|
|
{
|
|
LogicProtocols.LogicMsg logicMsg;
|
|
if (!msg.TryRead(out logicMsg))
|
|
return;
|
|
|
|
Debug.Log("Recieved function from " + msg.conn.connectionId);
|
|
|
|
playerData[msg.conn.connectionId].blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);
|
|
playerData[msg.conn.connectionId].recievedList = true;
|
|
|
|
if (playerData.All(p => p.Value.recievedList))
|
|
DoRoundRoutine();
|
|
}
|
|
|
|
private void DoRoundRoutine()
|
|
{
|
|
Debug.Log("Starting Round");
|
|
StartCoroutine(RoundRoutine());
|
|
}
|
|
|
|
private void StartRound()
|
|
{
|
|
gamemode.RoundStart(playerArray.ToArray());
|
|
}
|
|
|
|
private IEnumerator RoundRoutine()
|
|
{
|
|
playerArray.ForEach(p => p.recievedList = false);
|
|
|
|
while (playerArray.Any(p => !p.blockReader.Finished))
|
|
{
|
|
foreach (PlayerData player in playerArray)
|
|
{
|
|
if (!player.waiting)
|
|
{
|
|
if (player.blockReader.CurrentBlock != null && !player.blockReader.CurrentBlock.hasBeenRemoved)
|
|
{
|
|
Debug.Log("used Block: " + player.blockReader.CurrentBlock.name);
|
|
player.client.Inventory.Remove(player.blockReader.CurrentBlock);
|
|
player.blockReader.CurrentBlock.hasBeenRemoved = true;
|
|
}
|
|
player.waiting = player.blockReader.Read(player.character, AnimationTime);
|
|
}
|
|
}
|
|
|
|
yield return new WaitForSeconds(AnimationTime);
|
|
|
|
gamemode.FinishedMove(playerArray.ToArray());
|
|
|
|
if (playerArray.All(p => p.waiting))
|
|
{
|
|
playerArray.ForEach(p => p.waiting = false);
|
|
Debug.Log("Finished one move");
|
|
}
|
|
}
|
|
|
|
if (gamemode.isGameOver(playerArray.ToArray()))
|
|
{
|
|
Debug.Log("Game Over");
|
|
SceneManager.LoadScene("ScoreBoards");
|
|
}
|
|
|
|
gamemode.RoundEnd(playerArray.ToArray());
|
|
|
|
foreach (PlayerData player in playerArray)
|
|
{
|
|
player.blockReader.Reset();
|
|
player.waiting = false;
|
|
player.client.SendInventory();
|
|
player.client.ChangeScene("ClientScene");
|
|
}
|
|
Debug.Log("Finished Moving");
|
|
|
|
bspawn.getPlayerLocations();
|
|
|
|
StartRound();
|
|
}
|
|
|
|
private void SpawnCharacters()
|
|
{
|
|
playerData = new Dictionary<int, PlayerData>();
|
|
Block[] SpawnBlocks = FindObjectsOfType<Block>().Where(p => p.isSpawnable).ToArray();
|
|
|
|
int spawnIndex = 0;
|
|
foreach (ClientData client in ClientList)
|
|
{
|
|
Character newChar = Instantiate(characterPrefab);
|
|
Block startingBlock = SpawnBlocks[(spawnIndex++ % ClientList.ConnectedClients.Count)];
|
|
newChar.Initialise(startingBlock, client.Inventory, client.characterAnimal);
|
|
newChar.transform.forward = startingBlock.SpawnDirection.ToVector();
|
|
playerData.Add(client.ID, new PlayerData(newChar,client));
|
|
}
|
|
}
|
|
|
|
private void RegisterHandlers()
|
|
{
|
|
server.server.RegisterHandler(LogicProtocols.SendLogicList, RecieveLogicList);
|
|
}
|
|
}
|
|
|
|
public class PlayerData
|
|
{
|
|
public Character character;
|
|
public BlockReader blockReader;
|
|
public ClientData client;
|
|
|
|
public bool recievedList;
|
|
public bool waiting;
|
|
|
|
public PlayerData(Character character, ClientData client)
|
|
{
|
|
this.character = character;
|
|
this.client = client;
|
|
blockReader = new BlockReader();
|
|
}
|
|
}
|