-
Notifications
You must be signed in to change notification settings - Fork 0
/
GameController.cs
279 lines (236 loc) · 7.45 KB
/
GameController.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.SceneManagement;
using UnityEngine.Networking;
public class GameController : MyNetworkBehaviour {
private static GameController _current;
public static GameController current
{
get
{
if(_current != null)
return _current;
Debug.LogError("no gamecontroller");
return null;
}
set
{
_current = value;
}
}
private GAMETYPES gameType;
public GAMETYPES GameType { get; set; }
public List<Stage> stages = new List<Stage>();
public List<Player> players;
public List<NetworkConnection> connections = new List<NetworkConnection>();
public List<short> controllerIds = new List<short>();
public CHARACTERTYPES typesForReference;
public List<GameObject> characterPrefabs;
public bool RunOnStart;
private int stageIndex;
public delegate void gameAnnouncement();
public static event gameAnnouncement OnPlayersEnter;
public static event gameAnnouncement RoundEnd;
public delegate void gameAnnouncement2(Player player);
public static event gameAnnouncement2 playerWins;
void Awake()
{
if(_current == null)
{
_current = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
Debug.Log("game controller now active");
}
public int RegisterNewConnection(NetworkConnection networkConnection)
{
connections.Add(networkConnection);
return connections.Count - 1;//return position in list
}
void Start()
{
if(RunOnStart)
StartGame();
}
public void StartGame(List<Player> _players)
{
players = _players;
StartCoroutine(Run());
}
public void StartGame()
{
StartCoroutine(Run());
}
IEnumerator Run()
{
if(!isServer)
yield break;
stageIndex = UnityEngine.Random.Range(0, stages.Count);
while(true)
{
if(RunOnStart)
{
yield return StartCoroutine(LoadStage(-1, ""));
}
else
{
yield return StartCoroutine(LoadStage(stages[stageIndex].stageNumber, stages[stageIndex].stageName));
}
stageIndex = (stageIndex + 1) % stages.Count;
List<Player> remaining = new List<Player>();
remaining.AddRange(players);
while(true)
{
foreach(Player p in remaining)
{
if(p.playerController.dead == true)
{
remaining.Remove(p);
break;
}
}
if(remaining.Count <= 1)
{
if(remaining.Count == 1)
{
remaining[0].score++;
print(remaining[0].name + " won round");
if(playerWins != null)
playerWins(remaining[0]);
RpcUpdateScores(players.IndexOf(remaining[0]));
}
//while(true)
//{
// yield return null;
// if(MyInputs.GetButtonDown(1, Tags.jump))
// break;
//}
AnnounceRoundEnd();
yield return new WaitForSeconds(3);
break;
}
yield return null;
}
foreach(Player p in players)
{
if(p.score == 20)
{
print(p.name + " won the game!");
yield break;
}
}
yield return null;
}
}
[Server]
IEnumerator LoadStage(int stageNumber, string stageName)
{
if(stageNumber != -1)
{
//SceneManager.LoadScene(stageNumber);
MyNetworkManager.mySingleton.OnCharacterSelection = false;
SceneManager.LoadScene(stageName);
yield return new WaitForSeconds(0.5f);
NetworkManager.singleton.ServerChangeScene(stageName);
}
Debug.LogWarning("stage loaded time start");
yield return new WaitForSeconds(2f);
Debug.LogWarning("stage loaded time over");
Transform spawnPosParent = GameObject.Find(Tags.spawnLocations).transform;
if(spawnPosParent == null) Debug.LogError("no SpawnLocations found");
List<Vector2> startPoints = new List<Vector2>();
foreach(Transform child in spawnPosParent)
{
startPoints.Add(child.position);
}
startPoints.Shuffle();
for(int i = 0; i < players.Count; i++)
{
GameObject obj = Instantiate(characterPrefabs[(int)players[i].characterType]);
obj.transform.position = startPoints[i];
players[i].playerController = obj.GetComponent<PlayerController>();
obj.GetComponentInChildren<SpriteRenderer>().color = players[i].spriteColor;
players[i].playerController.hatRenderer.sprite = players[i].hat;
if(GameType== GAMETYPES.local)
{
players[i].playerController.playerControlNumber = players[i].controllerNumber;
//this was set by CharacterSelectMenu based on which panel was used
ClientScene.AddPlayer( (short)players[i].controllerNumber);
MyNetworkManager.mySingleton.SpawnAsPlayer(obj, connections[0], (short)players[i].controllerNumber);
}
else
{
players[i].playerController.playerControlNumber = 0;
MyNetworkManager.mySingleton.SpawnAsPlayer(obj, connections[i], (short)0);
}
}
AnnouncePlayersEnter();
}
//void UpdateScoresInClients()
//{
// List<int> scores = new List<int>();
// foreach(Player p in players)
// {
// scores.Add(p.score);
// }
// RpcUpdateScores(scores);
//}
[ClientRpc]
void RpcUpdateScores(int winnerIndex)
{
if(isClientOnly)
players[winnerIndex].score++;
}
#region announcements
void AnnouncePlayersEnter()
{
if(OnPlayersEnter != null)
OnPlayersEnter();
if(isServer)
RpcAnnouncePlayersEnter();
}
[ClientRpc]
void RpcAnnouncePlayersEnter()
{
if(OnPlayersEnter != null)
OnPlayersEnter();
}
void AnnounceRoundEnd()
{
if(RoundEnd != null)
RoundEnd();
if(isServer)
RpcAnnounceRoundEnd();
}
[ClientRpc]
void RpcAnnounceRoundEnd()
{
if(RoundEnd != null)
RoundEnd();
}
#endregion
[Serializable]
public class Stage
{
public int stageNumber;
public string stageName;
}
}
[Serializable]
public class Player
{
public string name;
public int controllerNumber;
public CHARACTERTYPES characterType;
public Color spriteColor = Color.white;
public int score;
public PlayerController playerController;
public Sprite hat;
public Sprite displaySprite;
}