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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace XRMultiplayer.MiniGames
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a climbing mini-game.
|
||||
/// </summary>
|
||||
public class MiniGame_Climber : MiniGameBase
|
||||
{
|
||||
[SerializeField] SubTrigger[] m_FinishBells;
|
||||
[SerializeField, ColorUsage(true, true)] Color m_BellStartColor;
|
||||
[SerializeField, ColorUsage(true, true)] Color m_BellCompleteColor;
|
||||
|
||||
List<Renderer> m_BellRenderers = new();
|
||||
protected float m_LocalPlayerTimer = 0.0f;
|
||||
|
||||
///<inheritdoc/>
|
||||
public override void Start()
|
||||
{
|
||||
base.Start();
|
||||
m_LocalPlayerTimer = 0.0f;
|
||||
m_CurrentTimer = m_GameLength;
|
||||
foreach (var bell in m_FinishBells)
|
||||
{
|
||||
bell.subTriggerCollider.enabled = false;
|
||||
|
||||
var rend = bell.GetComponent<Renderer>();
|
||||
bell.OnTriggerAction += (Collider c, bool b) => { HitBell(c, b, rend); };
|
||||
m_BellRenderers.Add(rend);
|
||||
}
|
||||
}
|
||||
|
||||
////<inheritdoc/>
|
||||
void OnDestroy()
|
||||
{
|
||||
foreach (var bell in m_FinishBells)
|
||||
{
|
||||
bell.OnTriggerAction -= (Collider c, bool b) => { HitBell(c, b, bell.GetComponent<Renderer>()); };
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetupGame()
|
||||
{
|
||||
base.SetupGame();
|
||||
foreach (var rend in m_BellRenderers)
|
||||
{
|
||||
rend.material.color = m_BellStartColor;
|
||||
rend.material.SetColor("_EmissionColor", m_BellStartColor);
|
||||
}
|
||||
}
|
||||
|
||||
///<inheritdoc/>
|
||||
public override void StartGame()
|
||||
{
|
||||
base.StartGame();
|
||||
foreach (var bell in m_FinishBells)
|
||||
{
|
||||
bell.subTriggerCollider.enabled = true;
|
||||
}
|
||||
|
||||
foreach (var rend in m_BellRenderers)
|
||||
{
|
||||
rend.material.color = m_BellStartColor;
|
||||
rend.material.SetColor("_EmissionColor", m_BellStartColor);
|
||||
}
|
||||
|
||||
m_LocalPlayerTimer = 0.0f;
|
||||
m_CurrentTimer = m_GameLength;
|
||||
}
|
||||
|
||||
///<inheritdoc/>
|
||||
public override void UpdateGame(float deltaTime)
|
||||
{
|
||||
base.UpdateGame(deltaTime);
|
||||
if (!m_Finished)
|
||||
{
|
||||
m_LocalPlayerTimer += Time.deltaTime;
|
||||
}
|
||||
m_MiniGameManager.UpdatePlayerScores();
|
||||
}
|
||||
|
||||
///<inheritdoc/>
|
||||
public override void FinishGame(bool submitScore = true)
|
||||
{
|
||||
base.FinishGame(submitScore);
|
||||
|
||||
foreach (var bells in m_FinishBells)
|
||||
{
|
||||
bells.subTriggerCollider.enabled = false;
|
||||
}
|
||||
|
||||
if (submitScore)
|
||||
m_MiniGameManager.SubmitScoreServerRpc(m_LocalPlayerTimer, XRINetworkPlayer.LocalPlayer.OwnerClientId, true);
|
||||
}
|
||||
|
||||
void HitBell(Collider collider, bool isTriggered, Renderer bell)
|
||||
{
|
||||
if (isTriggered && collider.CompareTag("PlayerHand"))
|
||||
{
|
||||
XRINetworkPlayer player = collider.gameObject.GetComponentInParent<XRINetworkPlayer>();
|
||||
if (player.IsLocalPlayer & !m_Finished)
|
||||
{
|
||||
bell.material.color = m_BellCompleteColor;
|
||||
bell.material.SetColor("_EmissionColor", m_BellCompleteColor);
|
||||
var particle = bell.GetComponentInChildren<ParticleSystem>();
|
||||
if (particle != null)
|
||||
{
|
||||
particle.Play();
|
||||
}
|
||||
|
||||
FinishGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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userData:
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@@ -0,0 +1,206 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.Interaction.Toolkit;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Interactables;
|
||||
|
||||
namespace XRMultiplayer.MiniGames
|
||||
{
|
||||
/// <summary>
|
||||
/// Base class for mini-games.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(MiniGameManager))]
|
||||
public class MiniGameBase : MonoBehaviour, IMiniGame
|
||||
{
|
||||
/// <summary>
|
||||
/// External flag for the game being finished.
|
||||
/// </summary>
|
||||
public bool finished
|
||||
{
|
||||
get => m_Finished;
|
||||
set => m_Finished = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Internal flag for the game being finished.
|
||||
/// </summary>
|
||||
protected bool m_Finished;
|
||||
|
||||
/// <summary>
|
||||
/// The name of the game.
|
||||
/// </summary>
|
||||
public string gameName;
|
||||
|
||||
/// <summary>
|
||||
/// The type of game.
|
||||
/// </summary>
|
||||
public enum GameType { Time, Score }
|
||||
|
||||
/// <summary>
|
||||
/// The current game type.
|
||||
/// </summary>
|
||||
public GameType currentGameType
|
||||
{
|
||||
get => m_GameType;
|
||||
set => m_GameType = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The game type.
|
||||
/// </summary>
|
||||
[SerializeField] GameType m_GameType;
|
||||
|
||||
/// <summary>
|
||||
/// The length of the game.
|
||||
/// </summary>
|
||||
[SerializeField] protected float m_GameLength = 90.0f;
|
||||
|
||||
[SerializeField] protected XRBaseInteractable[] m_GameInteractables;
|
||||
|
||||
/// <summary>
|
||||
/// Manager for the mini-game.
|
||||
/// </summary>
|
||||
protected MiniGameManager m_MiniGameManager;
|
||||
|
||||
/// <summary>
|
||||
/// Manager for the interaction.
|
||||
/// </summary>
|
||||
protected XRInteractionManager m_InteractionManager;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The current timer for the game.
|
||||
/// </summary>
|
||||
protected float m_CurrentTimer;
|
||||
|
||||
/// <summary>
|
||||
/// Flag indicating whether the game ending notification has been sent.
|
||||
/// </summary>
|
||||
bool m_GameEndingNotificationSent = false;
|
||||
|
||||
///<inheritdoc/>
|
||||
public virtual void Start()
|
||||
{
|
||||
TryGetComponent(out m_MiniGameManager);
|
||||
m_CurrentTimer = m_GameLength;
|
||||
m_InteractionManager = FindFirstObjectByType<XRInteractionManager>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets up the mini-game.
|
||||
/// </summary>
|
||||
public virtual void SetupGame()
|
||||
{
|
||||
if (m_GameType == GameType.Score)
|
||||
{
|
||||
m_CurrentTimer = m_GameLength;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the mini-game.
|
||||
/// </summary>
|
||||
public virtual void StartGame()
|
||||
{
|
||||
m_GameEndingNotificationSent = false;
|
||||
m_Finished = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the mini-game.
|
||||
/// </summary>
|
||||
/// <param name="deltaTime">The time since the last frame.</param>
|
||||
public virtual void UpdateGame(float deltaTime)
|
||||
{
|
||||
m_CurrentTimer -= deltaTime;
|
||||
if (m_GameType == GameType.Score)
|
||||
{
|
||||
m_MiniGameManager.m_GameStateText.text = $"Time: {m_CurrentTimer:F0}";
|
||||
}
|
||||
CheckForGameEnd();
|
||||
}
|
||||
|
||||
protected void CheckForGameEnd()
|
||||
{
|
||||
if (m_CurrentTimer <= 3.5f & !m_GameEndingNotificationSent)
|
||||
{
|
||||
m_GameEndingNotificationSent = true;
|
||||
StartCoroutine(CheckForGameEndingRoutine());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finishes the mini-game.
|
||||
/// </summary>
|
||||
/// <param name="submitScore">Flag indicating whether to submit the score.</param>
|
||||
public virtual void FinishGame(bool submitScore = true)
|
||||
{
|
||||
RemoveInteractables();
|
||||
m_Finished = true;
|
||||
m_CurrentTimer = m_GameLength;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine for displaying the game end notification.
|
||||
/// </summary>
|
||||
/// <returns>An IEnumerator.</returns>
|
||||
IEnumerator CheckForGameEndingRoutine()
|
||||
{
|
||||
int seconds = 3;
|
||||
while (seconds > 0)
|
||||
{
|
||||
if (m_MiniGameManager.LocalPlayerInGame)
|
||||
{
|
||||
PlayerHudNotification.Instance.ShowText($"Game Ending In {seconds}");
|
||||
}
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
seconds--;
|
||||
}
|
||||
if (m_MiniGameManager.LocalPlayerInGame)
|
||||
{
|
||||
PlayerHudNotification.Instance.ShowText($"Game Complete!");
|
||||
}
|
||||
|
||||
if (m_MiniGameManager.IsServer && m_MiniGameManager.currentNetworkedGameState == MiniGameManager.GameState.InGame)
|
||||
m_MiniGameManager.StopGameServerRpc();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the interactables from the mini-game.
|
||||
/// </summary>
|
||||
public virtual void RemoveInteractables()
|
||||
{
|
||||
foreach (IXRInteractable interactable in m_GameInteractables)
|
||||
{
|
||||
m_InteractionManager.CancelInteractableSelection((IXRSelectInteractable)interactable);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Interface for mini-games.
|
||||
/// </summary>
|
||||
public interface IMiniGame
|
||||
{
|
||||
/// <summary>
|
||||
/// Sets up the mini-game.
|
||||
/// </summary>
|
||||
void SetupGame();
|
||||
|
||||
/// <summary>
|
||||
/// Starts the mini-game.
|
||||
/// </summary>
|
||||
void StartGame();
|
||||
|
||||
/// <summary>
|
||||
/// Updates the mini-game.
|
||||
/// </summary>
|
||||
/// <param name="deltaTime">The time since the last frame.</param>
|
||||
void UpdateGame(float deltaTime);
|
||||
|
||||
/// <summary>
|
||||
/// Finishes the mini-game.
|
||||
/// </summary>
|
||||
/// <param name="submitScore">Flag indicating whether to submit the score.</param>
|
||||
void FinishGame(bool submitScore = true);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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guid: 9cce0516f7012ad4ebd24237070e9483
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MonoImporter:
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externalObjects: {}
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defaultReferences: []
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userData:
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||||
assetBundleName:
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assetBundleVariant:
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||||
@@ -0,0 +1,969 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using TMPro;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Teleportation;
|
||||
|
||||
namespace XRMultiplayer.MiniGames
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages the state of the minigame
|
||||
/// </summary>
|
||||
public class MiniGameManager : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Format for the time text
|
||||
/// </summary>
|
||||
private const string TIME_FORMAT = "mm':'ss'.'ff";
|
||||
|
||||
/// <summary>
|
||||
/// Keeps track of the current game state
|
||||
/// </summary>
|
||||
public GameState currentNetworkedGameState
|
||||
{
|
||||
get => networkedGameState.Value;
|
||||
}
|
||||
public enum GameState { None, PreGame, InGame, PostGame }
|
||||
|
||||
/// <summary>
|
||||
/// Keeps track of the current game state synchronized across the network
|
||||
/// </summary>
|
||||
readonly NetworkVariable<GameState> networkedGameState = new(GameState.PreGame, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
|
||||
|
||||
/// <summary>
|
||||
/// Dictionary of players and their assigned scoreboard slots
|
||||
/// </summary>
|
||||
public Dictionary<XRINetworkPlayer, ScoreboardSlot> currentPlayerDictionary = new();
|
||||
|
||||
[Tooltip("The current minigame being used")]
|
||||
public MiniGameBase currentMiniGame;
|
||||
|
||||
/// <summary>
|
||||
/// Determines if the local player is in the game
|
||||
/// </summary>
|
||||
public bool LocalPlayerInGame => m_LocalPlayerInGame;
|
||||
bool m_LocalPlayerInGame = false;
|
||||
|
||||
[Header("UI")]
|
||||
public TMP_Text m_GameStateText;
|
||||
[SerializeField] TMP_Text m_BestAllText;
|
||||
[SerializeField] TMP_Text m_GameNameText;
|
||||
[SerializeField, Tooltip("Prefab used for scoreboard ui slots")] GameObject m_PlayerScoreboardSlotPrefab;
|
||||
[SerializeField, Tooltip("Prefab used for scoreboard ui slots")] Transform m_ContentListParent;
|
||||
[SerializeField] TextButton m_DynamicButton;
|
||||
|
||||
[Header("Video Player")]
|
||||
[SerializeField] GameObject m_VideoPlayerObject;
|
||||
[SerializeField] GameObject m_TooltipObject;
|
||||
[SerializeField] Mask m_TopMask;
|
||||
[SerializeField] Mask m_BottomMask;
|
||||
|
||||
[Header("Game")]
|
||||
public int maxAllowedPlayers = 4;
|
||||
[SerializeField] int m_ReadyUpTimeInSeconds = 15;
|
||||
[SerializeField] int m_StartCoutdownTimeInSeconds = 5;
|
||||
[SerializeField] int m_PostGameWaitTimeInSeconds = 3;
|
||||
[SerializeField] int m_PostGameCountdownTimeInSeconds = 7;
|
||||
[SerializeField] GameObject m_TeleportZonesObject;
|
||||
[SerializeField] SubTrigger[] m_StartZoneTrigger;
|
||||
|
||||
[Header("Transform References")]
|
||||
[SerializeField] Transform m_ScoreboardTransform;
|
||||
[SerializeField] Transform m_ScoreboardInGameTransform;
|
||||
[SerializeField] Transform m_JoinTeleportTransform;
|
||||
[SerializeField] Transform m_LeaveTeleportTransform;
|
||||
[SerializeField] Transform m_FinishTeleportTransform;
|
||||
|
||||
[Header("Transform Offsets")]
|
||||
[SerializeField] bool m_UseInGameOffset = true;
|
||||
[SerializeField, Tooltip("Determines the offset of the canvas during game")] Vector3 m_InGameOffset;
|
||||
[SerializeField, Tooltip("Determines the offset of the canvas during the pre-game")] Vector3 m_PreGameOffset;
|
||||
[SerializeField] float m_ScoreboardLerpSpeed = 5.0f;
|
||||
|
||||
[Header("Barrier")]
|
||||
[SerializeField] bool m_UseBarrier = true;
|
||||
[SerializeField] float m_DistanceCheckTime = .5f;
|
||||
[SerializeField] float m_BarrierRenderDistance = 30.0f;
|
||||
[SerializeField] Renderer m_BarrierRend;
|
||||
|
||||
readonly List<ScoreboardSlot> m_ScoreboardSlots = new();
|
||||
NetworkList<ulong> m_CurrentPlayers;
|
||||
NetworkList<ulong> m_QueuedUpPlayers;
|
||||
readonly NetworkVariable<float> m_BestAllScore = new(0.0f, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server);
|
||||
TeleportationProvider m_LocalPlayerTeleportProvider;
|
||||
|
||||
float m_CurrentTimer = 0.0f;
|
||||
Pose m_ScoreboardStartPose;
|
||||
IEnumerator m_StartGameRoutine;
|
||||
IEnumerator m_PostGameRoutine;
|
||||
|
||||
/// <inheritdoc/>
|
||||
void Start()
|
||||
{
|
||||
if (currentMiniGame == null)
|
||||
{
|
||||
TryGetComponent(out currentMiniGame);
|
||||
}
|
||||
|
||||
m_LocalPlayerTeleportProvider = FindFirstObjectByType<TeleportationProvider>();
|
||||
|
||||
m_TeleportZonesObject.SetActive(false);
|
||||
m_BestAllText.text = "<b>Current Record</b>: No Record Set";
|
||||
m_ScoreboardStartPose = new Pose(m_ScoreboardTransform.position, m_ScoreboardTransform.rotation);
|
||||
m_GameNameText.text = currentMiniGame.gameName;
|
||||
|
||||
foreach (var trigger in m_StartZoneTrigger)
|
||||
{
|
||||
trigger.OnTriggerAction += TriggerReadyState;
|
||||
}
|
||||
|
||||
m_QueuedUpPlayers = new NetworkList<ulong>();
|
||||
m_CurrentPlayers = new NetworkList<ulong>();
|
||||
|
||||
if (m_BarrierRend == null)
|
||||
{
|
||||
m_UseBarrier = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_UseBarrier)
|
||||
{
|
||||
StartCoroutine(CheckBarrierRendererDistance());
|
||||
}
|
||||
else
|
||||
{
|
||||
m_BarrierRend.enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
SetupPlayerSlots();
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public virtual void Update()
|
||||
{
|
||||
if (networkedGameState.Value == GameState.InGame)
|
||||
{
|
||||
float dt = Time.deltaTime;
|
||||
m_CurrentTimer += dt;
|
||||
currentMiniGame.UpdateGame(dt);
|
||||
}
|
||||
if ((networkedGameState.Value == GameState.PreGame || (networkedGameState.Value == GameState.InGame && m_UseInGameOffset)) && LocalPlayerInGame)
|
||||
{
|
||||
UpdateScoreboardPosition();
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
|
||||
foreach (var trigger in m_StartZoneTrigger)
|
||||
{
|
||||
trigger.OnTriggerAction -= TriggerReadyState;
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
base.OnNetworkSpawn();
|
||||
networkedGameState.OnValueChanged += GameStateValueChanged;
|
||||
m_BestAllScore.OnValueChanged += BestAllScoreChanged;
|
||||
m_CurrentPlayers.OnListChanged += UpdatePlayerList;
|
||||
UpdateBestScore(m_BestAllScore.Value, m_BestAllText);
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
networkedGameState.Value = GameState.PreGame;
|
||||
m_BestAllScore.Value = 0;
|
||||
}
|
||||
UpdateGameState();
|
||||
|
||||
if (networkedGameState.Value == GameState.InGame)
|
||||
{
|
||||
ResetContestants(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc/>
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
base.OnNetworkDespawn();
|
||||
m_LocalPlayerInGame = false;
|
||||
currentPlayerDictionary.Clear();
|
||||
m_ScoreboardTransform.SetPositionAndRotation(m_ScoreboardStartPose.position, m_ScoreboardStartPose.rotation);
|
||||
}
|
||||
|
||||
private void UpdatePlayerList(NetworkListEvent<ulong> changeEvent)
|
||||
{
|
||||
if (networkedGameState.Value != GameState.InGame) return;
|
||||
|
||||
// Wipe scoreboard.
|
||||
foreach (ScoreboardSlot s in m_ScoreboardSlots)
|
||||
{
|
||||
s.SetSlotOpen();
|
||||
}
|
||||
|
||||
currentPlayerDictionary.Clear();
|
||||
|
||||
foreach (var playerId in m_CurrentPlayers)
|
||||
{
|
||||
AddPlayerToList(playerId);
|
||||
}
|
||||
|
||||
for (int i = currentPlayerDictionary.Count; i < m_ScoreboardSlots.Count; i++)
|
||||
{
|
||||
m_ScoreboardSlots[i].gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
for (int i = 0; i < currentPlayerDictionary.Count; i++)
|
||||
{
|
||||
m_ScoreboardSlots[i].gameObject.SetActive(true);
|
||||
m_ScoreboardSlots[i].UpdateScore(0, currentMiniGame.currentGameType);
|
||||
}
|
||||
}
|
||||
|
||||
void BestAllScoreChanged(float old, float current)
|
||||
{
|
||||
if (m_BestAllScore.Value <= 0.0f)
|
||||
{
|
||||
m_BestAllText.text = $"<b>Current Record</b>: No Record Set";
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currentMiniGame.currentGameType == MiniGameBase.GameType.Time)
|
||||
{
|
||||
TimeSpan time = TimeSpan.FromSeconds(current);
|
||||
m_BestAllText.text = $"<b>Current Record</b>: {time.ToString(TIME_FORMAT)}";
|
||||
}
|
||||
else
|
||||
{
|
||||
m_BestAllText.text = $"<b>Current Record</b>: {current:N0}";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameStateValueChanged(GameState oldState, GameState currentState)
|
||||
{
|
||||
UpdateGameState();
|
||||
}
|
||||
|
||||
void UpdateGameState()
|
||||
{
|
||||
switch (networkedGameState.Value)
|
||||
{
|
||||
case GameState.PreGame:
|
||||
SetPreGameState();
|
||||
break;
|
||||
case GameState.InGame:
|
||||
SetInGameState();
|
||||
break;
|
||||
case GameState.PostGame:
|
||||
SetPostGameState();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void SetPreGameState()
|
||||
{
|
||||
m_LocalPlayerInGame = false;
|
||||
if (m_PostGameRoutine != null)
|
||||
{
|
||||
StopCoroutine(m_PostGameRoutine);
|
||||
}
|
||||
|
||||
currentMiniGame.SetupGame();
|
||||
m_ScoreboardTransform.SetPositionAndRotation(m_ScoreboardStartPose.position, m_ScoreboardStartPose.rotation);
|
||||
|
||||
for (int i = 0; i < m_ScoreboardSlots.Count; i++)
|
||||
{
|
||||
m_ScoreboardSlots[i].gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
ResetContestants(false);
|
||||
|
||||
m_GameStateText.text = "Pre Game";
|
||||
|
||||
m_DynamicButton.UpdateButton(AddLocalPlayer, "Join");
|
||||
StartCoroutine(ResetReadyZones());
|
||||
}
|
||||
|
||||
void SetInGameState()
|
||||
{
|
||||
m_CurrentTimer = 0.0f;
|
||||
ResetContestants(true);
|
||||
|
||||
foreach (var slot in currentPlayerDictionary.Values)
|
||||
{
|
||||
slot.UpdateScore(0.0f, currentMiniGame.currentGameType);
|
||||
}
|
||||
|
||||
for (int i = currentPlayerDictionary.Count; i < m_ScoreboardSlots.Count; i++)
|
||||
{
|
||||
m_ScoreboardSlots[i].gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
foreach (var trigger in m_StartZoneTrigger)
|
||||
{
|
||||
trigger.subTriggerCollider.enabled = false;
|
||||
}
|
||||
|
||||
m_GameStateText.text = "In Progess";
|
||||
|
||||
if (LocalPlayerInGame)
|
||||
{
|
||||
m_DynamicButton.button.interactable = true;
|
||||
PlayerHudNotification.Instance.ShowText($"Game Started!");
|
||||
ToggleShrink(true);
|
||||
if (!m_UseInGameOffset)
|
||||
{
|
||||
m_ScoreboardTransform.SetPositionAndRotation(m_ScoreboardInGameTransform.position, m_ScoreboardInGameTransform.rotation);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_DynamicButton.button.interactable = false;
|
||||
}
|
||||
|
||||
currentMiniGame.StartGame();
|
||||
}
|
||||
|
||||
void SetPostGameState()
|
||||
{
|
||||
if (LocalPlayerInGame)
|
||||
{
|
||||
ToggleShrink(false);
|
||||
TeleportToArea(m_LeaveTeleportTransform);
|
||||
m_BarrierRend.gameObject.SetActive(true);
|
||||
m_ScoreboardTransform.SetPositionAndRotation(m_ScoreboardStartPose.position, m_ScoreboardStartPose.rotation);
|
||||
}
|
||||
|
||||
m_LocalPlayerInGame = false;
|
||||
m_TeleportZonesObject.SetActive(false);
|
||||
SortPlayers();
|
||||
m_GameStateText.text = "Post Game";
|
||||
m_DynamicButton.UpdateButton(ResetGame, $"Wait", true, false);
|
||||
if (!currentMiniGame.finished)
|
||||
{
|
||||
currentMiniGame.FinishGame(false);
|
||||
}
|
||||
|
||||
m_PostGameRoutine = PostGameRoutine();
|
||||
StartCoroutine(m_PostGameRoutine);
|
||||
if (currentPlayerDictionary.Count <= 0)
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
networkedGameState.Value = GameState.PreGame;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator PostGameRoutine()
|
||||
{
|
||||
yield return new WaitForSeconds(m_PostGameWaitTimeInSeconds);
|
||||
m_GameStateText.text = "Next Game in";
|
||||
for (int i = m_PostGameCountdownTimeInSeconds; i > 0; i--)
|
||||
{
|
||||
m_DynamicButton.UpdateButton(ResetGame, $"{i}", true, false);
|
||||
yield return new WaitForSeconds(1);
|
||||
}
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
networkedGameState.Value = GameState.PreGame;
|
||||
}
|
||||
}
|
||||
|
||||
void TriggerReadyState(Collider other, bool entered)
|
||||
{
|
||||
if (other.TryGetComponent(out CharacterController controller))
|
||||
{
|
||||
TogglePlayerReadyServerRpc(XRINetworkPlayer.LocalPlayer.OwnerClientId, entered);
|
||||
}
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
void TogglePlayerReadyServerRpc(ulong clientId, bool isReady)
|
||||
{
|
||||
TogglePlayerReadyClientRpc(clientId, isReady);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void TogglePlayerReadyClientRpc(ulong clientId, bool isReady)
|
||||
{
|
||||
if (XRINetworkGameManager.Instance.GetPlayerByID(clientId, out var player))
|
||||
{
|
||||
if (currentPlayerDictionary.ContainsKey(player))
|
||||
{
|
||||
currentPlayerDictionary[player].ToggleReady(isReady);
|
||||
}
|
||||
}
|
||||
|
||||
if (networkedGameState.Value != GameState.InGame)
|
||||
{
|
||||
CheckPlayersReady();
|
||||
}
|
||||
}
|
||||
|
||||
void CheckPlayersReady()
|
||||
{
|
||||
int readyCount = 0;
|
||||
if (m_QueuedUpPlayers.Count <= 0) return;
|
||||
|
||||
foreach (var clientId in m_QueuedUpPlayers)
|
||||
{
|
||||
if (XRINetworkGameManager.Instance.GetPlayerByID(clientId, out var player))
|
||||
{
|
||||
if (currentPlayerDictionary.ContainsKey(player))
|
||||
{
|
||||
if (currentPlayerDictionary[player].isReady)
|
||||
{
|
||||
readyCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (readyCount > 0 && readyCount < m_QueuedUpPlayers.Count)
|
||||
{
|
||||
if (LocalPlayerInGame)
|
||||
{
|
||||
m_DynamicButton.button.interactable = false;
|
||||
}
|
||||
if (m_StartGameRoutine != null) StopCoroutine(m_StartGameRoutine);
|
||||
m_StartGameRoutine = StartGameAfterTime(m_ReadyUpTimeInSeconds);
|
||||
StartCoroutine(m_StartGameRoutine);
|
||||
}
|
||||
else if (readyCount <= 0)
|
||||
{
|
||||
if (LocalPlayerInGame)
|
||||
{
|
||||
m_DynamicButton.button.interactable = true;
|
||||
}
|
||||
if (m_StartGameRoutine != null) StopCoroutine(m_StartGameRoutine);
|
||||
|
||||
if (LocalPlayerInGame)
|
||||
{
|
||||
PlayerHudNotification.Instance.ShowText("Game Start Cancelled");
|
||||
}
|
||||
m_GameStateText.text = "Pre Game";
|
||||
}
|
||||
else
|
||||
{
|
||||
if (LocalPlayerInGame)
|
||||
{
|
||||
m_DynamicButton.button.interactable = false;
|
||||
}
|
||||
if (m_StartGameRoutine != null) StopCoroutine(m_StartGameRoutine);
|
||||
m_StartGameRoutine = StartGameAfterTime(m_StartCoutdownTimeInSeconds);
|
||||
StartCoroutine(m_StartGameRoutine);
|
||||
}
|
||||
}
|
||||
IEnumerator StartGameAfterTime(int countdownTime)
|
||||
{
|
||||
for (int i = countdownTime; i > 0; i--)
|
||||
{
|
||||
m_GameStateText.text = $"Game Starting In {i}";
|
||||
|
||||
if (LocalPlayerInGame)
|
||||
{
|
||||
PlayerHudNotification.Instance.ShowText(m_GameStateText.text);
|
||||
}
|
||||
yield return new WaitForSeconds(1);
|
||||
}
|
||||
|
||||
m_GameStateText.text = $"Game Starting Now!";
|
||||
|
||||
if (IsServer)
|
||||
{
|
||||
m_DynamicButton.button.interactable = false;
|
||||
StartGameServerRpc();
|
||||
}
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
void StartGameServerRpc()
|
||||
{
|
||||
for (int i = 0; i < m_QueuedUpPlayers.Count; i++)
|
||||
{
|
||||
m_CurrentPlayers.Add(m_QueuedUpPlayers[i]);
|
||||
}
|
||||
m_QueuedUpPlayers.Clear();
|
||||
networkedGameState.Value = GameState.InGame;
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
public void StopGameServerRpc()
|
||||
{
|
||||
networkedGameState.Value = GameState.PostGame;
|
||||
m_CurrentPlayers.Clear();
|
||||
if (currentPlayerDictionary.Count > 0)
|
||||
{
|
||||
float score = currentPlayerDictionary.First().Value.currentScore;
|
||||
if (currentMiniGame.currentGameType == MiniGameBase.GameType.Time)
|
||||
{
|
||||
if (score < m_BestAllScore.Value || m_BestAllScore.Value <= 0.0f)
|
||||
{
|
||||
m_BestAllScore.Value = score;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (score > m_BestAllScore.Value || m_BestAllScore.Value <= 0.0f)
|
||||
{
|
||||
m_BestAllScore.Value = score;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Submits a player score. If <see cref="finishGameOnScoreSubmit"/> is true, it will finish the game for that player.
|
||||
/// This function will also check if all players have finished the game, and if so, will stop the game.
|
||||
/// </summary>
|
||||
/// <param name="score">The Score to set for the player.</param>
|
||||
/// <param name="clientId">Client ID of the player to set the score for.</param>
|
||||
/// <param name="finishGameOnScoreSubmit">Whether or not to finish the game on score submit.</param>
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
public void SubmitScoreServerRpc(float score, ulong clientId, bool finishGameOnScoreSubmit = false)
|
||||
{
|
||||
SubmitScoreClientRpc(score, clientId, finishGameOnScoreSubmit);
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void SubmitScoreClientRpc(float score, ulong clientId, bool finishGameOnScoreSubmit = false)
|
||||
{
|
||||
if (XRINetworkGameManager.Instance.GetPlayerByID(clientId, out XRINetworkPlayer player))
|
||||
{
|
||||
if (currentPlayerDictionary.ContainsKey(player))
|
||||
{
|
||||
currentPlayerDictionary[player].UpdateScore(score, currentMiniGame.currentGameType);
|
||||
if (finishGameOnScoreSubmit)
|
||||
{
|
||||
currentPlayerDictionary[player].isFinished = true;
|
||||
if (player.IsLocalPlayer)
|
||||
{
|
||||
FinishGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SortPlayers();
|
||||
CheckIfAllPlayersAreFinished();
|
||||
}
|
||||
|
||||
void CheckIfAllPlayersAreFinished()
|
||||
{
|
||||
bool gameOver = true;
|
||||
foreach (KeyValuePair<XRINetworkPlayer, ScoreboardSlot> kvp in currentPlayerDictionary)
|
||||
{
|
||||
if (!kvp.Value.isFinished)
|
||||
{
|
||||
gameOver = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (gameOver && IsServer)
|
||||
{
|
||||
StopGameServerRpc();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called localled on each client when the game is finished.
|
||||
/// </summary>
|
||||
public void FinishGame()
|
||||
{
|
||||
if (LocalPlayerInGame)
|
||||
{
|
||||
ToggleShrink(false);
|
||||
}
|
||||
StartCoroutine(TeleportAfterFinish());
|
||||
}
|
||||
|
||||
IEnumerator TeleportAfterFinish()
|
||||
{
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
if (networkedGameState.Value == GameState.InGame)
|
||||
{
|
||||
TeleportToArea(m_FinishTeleportTransform);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called from UI Buttons
|
||||
/// </summary>
|
||||
public void AddLocalPlayer()
|
||||
{
|
||||
m_DynamicButton.button.interactable = false;
|
||||
AddPlayerServerRpc(XRINetworkPlayer.LocalPlayer.OwnerClientId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called from UI buttons
|
||||
/// </summary>
|
||||
public void RemoveLocalPlayer()
|
||||
{
|
||||
m_DynamicButton.UpdateButton(AddLocalPlayer, "Join", false, false);
|
||||
RemovePlayerServerRpc(XRINetworkPlayer.LocalPlayer.OwnerClientId);
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
void AddPlayerServerRpc(ulong clientId)
|
||||
{
|
||||
AddPlayerClientRpc(clientId);
|
||||
if (m_QueuedUpPlayers.Count < maxAllowedPlayers)
|
||||
{
|
||||
m_QueuedUpPlayers.Add(clientId);
|
||||
}
|
||||
}
|
||||
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
void RemovePlayerServerRpc(ulong clientId)
|
||||
{
|
||||
RemovePlayerClientRpc(clientId);
|
||||
|
||||
if (m_QueuedUpPlayers.Contains(clientId))
|
||||
{
|
||||
m_QueuedUpPlayers.Remove(clientId);
|
||||
}
|
||||
|
||||
if (m_CurrentPlayers.Contains(clientId))
|
||||
{
|
||||
m_CurrentPlayers.Remove(clientId);
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void AddPlayerClientRpc(ulong clientId)
|
||||
{
|
||||
if (currentPlayerDictionary.Count < maxAllowedPlayers)
|
||||
{
|
||||
if (networkedGameState.Value != GameState.PostGame)
|
||||
{
|
||||
AddPlayerToList(clientId);
|
||||
}
|
||||
|
||||
if (clientId == XRINetworkPlayer.LocalPlayer.OwnerClientId)
|
||||
{
|
||||
m_LocalPlayerInGame = true;
|
||||
m_TeleportZonesObject.SetActive(true);
|
||||
m_DynamicButton.UpdateButton(RemoveLocalPlayer, "Leave");
|
||||
|
||||
TeleportRequest teleportRequest = new()
|
||||
{
|
||||
destinationPosition = m_JoinTeleportTransform.position,
|
||||
destinationRotation = m_JoinTeleportTransform.rotation,
|
||||
matchOrientation = MatchOrientation.TargetUpAndForward
|
||||
};
|
||||
|
||||
m_LocalPlayerTeleportProvider.QueueTeleportRequest(teleportRequest);
|
||||
Transform destination = GetClosestReadyPosition(m_JoinTeleportTransform.position);
|
||||
m_ScoreboardTransform.rotation = destination.rotation;
|
||||
m_ScoreboardTransform.position = destination.position + (m_ScoreboardTransform.forward + m_PreGameOffset);
|
||||
PlayerHudNotification.Instance.ShowText($"Joined {currentMiniGame.gameName}");
|
||||
m_BarrierRend.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (currentPlayerDictionary.Count >= maxAllowedPlayers & !LocalPlayerInGame && networkedGameState.Value != GameState.PostGame)
|
||||
{
|
||||
m_DynamicButton.button.interactable = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AddPlayerToList(ulong clientId)
|
||||
{
|
||||
if (XRINetworkGameManager.Instance.GetPlayerByID(clientId, out XRINetworkPlayer player))
|
||||
{
|
||||
if (!currentPlayerDictionary.ContainsKey(player))
|
||||
{
|
||||
ScoreboardSlot slot = m_ScoreboardSlots[currentPlayerDictionary.Count];
|
||||
currentPlayerDictionary.Add(player, slot);
|
||||
slot.SetupPlayerSlot(currentPlayerDictionary.Count, player.playerName);
|
||||
player.onDisconnected += PlayerDisconnected;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc]
|
||||
void RemovePlayerClientRpc(ulong clientId)
|
||||
{
|
||||
if (XRINetworkGameManager.Instance.GetPlayerByID(clientId, out XRINetworkPlayer player))
|
||||
{
|
||||
CheckDroppedPlayer(player);
|
||||
}
|
||||
|
||||
if (clientId == XRINetworkPlayer.LocalPlayer.OwnerClientId)
|
||||
{
|
||||
m_LocalPlayerInGame = false;
|
||||
m_TeleportZonesObject.SetActive(false);
|
||||
|
||||
//If local player left, and we are still in game, don't let them rejoin mid game.
|
||||
if (networkedGameState.Value != GameState.InGame)
|
||||
{
|
||||
m_DynamicButton.button.interactable = true;
|
||||
}
|
||||
|
||||
ToggleShrink(false);
|
||||
currentMiniGame.RemoveInteractables();
|
||||
PlayerHudNotification.Instance.ShowText($"Left {currentMiniGame.gameName}");
|
||||
TeleportToArea(m_LeaveTeleportTransform);
|
||||
m_ScoreboardTransform.SetPositionAndRotation(m_ScoreboardStartPose.position, m_ScoreboardStartPose.rotation);
|
||||
m_BarrierRend.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayerDisconnected(XRINetworkPlayer droppedPlayer)
|
||||
{
|
||||
CheckDroppedPlayer(droppedPlayer);
|
||||
}
|
||||
|
||||
void CheckDroppedPlayer(XRINetworkPlayer droppedPlayer)
|
||||
{
|
||||
ScoreboardSlot removedSlot = null;
|
||||
if (currentPlayerDictionary.ContainsKey(droppedPlayer) && networkedGameState.Value != GameState.PostGame)
|
||||
{
|
||||
removedSlot = currentPlayerDictionary[droppedPlayer];
|
||||
removedSlot.SetSlotOpen();
|
||||
currentPlayerDictionary.Remove(droppedPlayer);
|
||||
droppedPlayer.onDisconnected -= PlayerDisconnected;
|
||||
|
||||
SortPlayers();
|
||||
}
|
||||
|
||||
if (IsOwner && m_QueuedUpPlayers.Contains(droppedPlayer.OwnerClientId))
|
||||
{
|
||||
m_QueuedUpPlayers.Remove(droppedPlayer.OwnerClientId);
|
||||
}
|
||||
|
||||
if (networkedGameState.Value == GameState.InGame)
|
||||
{
|
||||
if (removedSlot != null)
|
||||
{
|
||||
removedSlot.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
if (currentPlayerDictionary.Count <= 0)
|
||||
{
|
||||
m_DynamicButton.button.interactable = false;
|
||||
if (IsServer)
|
||||
{
|
||||
StopGameServerRpc();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CheckIfAllPlayersAreFinished();
|
||||
}
|
||||
}
|
||||
else if (networkedGameState.Value == GameState.PreGame)
|
||||
{
|
||||
if (currentPlayerDictionary.Count > 0)
|
||||
{
|
||||
if (currentPlayerDictionary.Count >= maxAllowedPlayers)
|
||||
{
|
||||
m_DynamicButton.button.interactable = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_DynamicButton.button.interactable = true;
|
||||
}
|
||||
}
|
||||
CheckPlayersReady();
|
||||
}
|
||||
}
|
||||
void SortPlayers()
|
||||
{
|
||||
if (currentMiniGame.currentGameType == MiniGameBase.GameType.Time)
|
||||
{
|
||||
currentPlayerDictionary = currentPlayerDictionary.OrderBy(x => x.Value.currentScore).ToDictionary(x => x.Key, x => x.Value);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentPlayerDictionary = currentPlayerDictionary.OrderByDescending(x => x.Value.currentScore).ToDictionary(x => x.Key, x => x.Value);
|
||||
}
|
||||
OrganizePlayerList();
|
||||
}
|
||||
|
||||
void OrganizePlayerList()
|
||||
{
|
||||
int currentPlace = 1;
|
||||
foreach (var slot in currentPlayerDictionary.Values)
|
||||
{
|
||||
slot.transform.SetSiblingIndex(currentPlace - 1);
|
||||
slot.UpdatePlace(currentPlace++);
|
||||
}
|
||||
|
||||
m_ScoreboardSlots.Sort((a, b) => a.transform.GetSiblingIndex().CompareTo(b.transform.GetSiblingIndex()));
|
||||
}
|
||||
|
||||
void ToggleShrink(bool toggle)
|
||||
{
|
||||
m_BottomMask.enabled = toggle;
|
||||
m_BottomMask.graphic.enabled = toggle;
|
||||
|
||||
m_TopMask.enabled = !toggle;
|
||||
m_TopMask.graphic.enabled = !toggle;
|
||||
m_GameNameText.enabled = !toggle;
|
||||
m_VideoPlayerObject.SetActive(!toggle);
|
||||
m_TooltipObject.SetActive(!toggle);
|
||||
}
|
||||
|
||||
IEnumerator CheckBarrierRendererDistance()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(m_DistanceCheckTime);
|
||||
if (m_UseBarrier)
|
||||
{
|
||||
m_BarrierRend.enabled = Vector3.Distance(m_BarrierRend.transform.position, Camera.main.transform.position) < m_BarrierRenderDistance;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateScoreboardPosition()
|
||||
{
|
||||
Vector3 offset = networkedGameState.Value == GameState.InGame ? m_InGameOffset : m_PreGameOffset;
|
||||
Transform destination = GetClosestReadyPosition(XRINetworkPlayer.LocalPlayer.transform.position);
|
||||
m_ScoreboardTransform.rotation = destination.rotation;
|
||||
Vector3 destinationPosition = destination.position + (m_ScoreboardTransform.right * offset.x) + (m_ScoreboardTransform.up * offset.y) + (m_ScoreboardTransform.forward * offset.z);
|
||||
m_ScoreboardTransform.position = Vector3.Lerp(m_ScoreboardTransform.position, destinationPosition, Time.deltaTime * m_ScoreboardLerpSpeed);
|
||||
}
|
||||
|
||||
Transform GetClosestReadyPosition(Vector3 position)
|
||||
{
|
||||
Transform closestTransform = null;
|
||||
|
||||
foreach (var readyZone in m_StartZoneTrigger)
|
||||
{
|
||||
if (closestTransform == null || Vector3.Distance(readyZone.transform.position, position) < Vector3.Distance(closestTransform.position, position))
|
||||
{
|
||||
closestTransform = readyZone.transform;
|
||||
}
|
||||
}
|
||||
|
||||
return closestTransform;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the player scores based on <see cref="m_CurrentTimer"/>.
|
||||
/// </summary>
|
||||
public void UpdatePlayerScores()
|
||||
{
|
||||
foreach (var p in currentPlayerDictionary)
|
||||
{
|
||||
if (!p.Value.isFinished)
|
||||
{
|
||||
p.Value.UpdateScore(m_CurrentTimer, currentMiniGame.currentGameType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the Game State
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This function is called locally at times, which creates a divergence between local game state and network game state
|
||||
/// </remarks>
|
||||
void ResetGame()
|
||||
{
|
||||
networkedGameState.Value = GameState.PreGame;
|
||||
SetPreGameState();
|
||||
}
|
||||
|
||||
IEnumerator ResetReadyZones()
|
||||
{
|
||||
yield return new WaitForSeconds(1.0f);
|
||||
foreach (var trigger in m_StartZoneTrigger)
|
||||
{
|
||||
trigger.subTriggerCollider.enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
void ResetContestants(bool showGamePlayers)
|
||||
{
|
||||
// Wipe scoreboard.
|
||||
foreach (ScoreboardSlot s in m_ScoreboardSlots)
|
||||
{
|
||||
s.SetSlotOpen();
|
||||
}
|
||||
|
||||
currentPlayerDictionary.Clear();
|
||||
|
||||
if (showGamePlayers)
|
||||
{
|
||||
// Add all contestants in current match.
|
||||
foreach (var playerId in m_CurrentPlayers)
|
||||
{
|
||||
AddPlayerToList(playerId);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Add all contestants in queue.
|
||||
foreach (var playerId in m_QueuedUpPlayers)
|
||||
{
|
||||
AddPlayerToList(playerId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TeleportToArea(Transform teleportTransform)
|
||||
{
|
||||
TeleportRequest teleportRequest = new TeleportRequest
|
||||
{
|
||||
destinationPosition = teleportTransform.position,
|
||||
destinationRotation = teleportTransform.rotation,
|
||||
matchOrientation = MatchOrientation.TargetUpAndForward
|
||||
};
|
||||
|
||||
m_LocalPlayerTeleportProvider.QueueTeleportRequest(teleportRequest);
|
||||
}
|
||||
|
||||
void UpdateBestScore(float score, TMP_Text textAsset)
|
||||
{
|
||||
if (m_BestAllScore.Value <= 0.0f)
|
||||
{
|
||||
textAsset.text = $"<b>Current Record</b>: No Record Set";
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currentMiniGame.currentGameType == MiniGameBase.GameType.Time)
|
||||
{
|
||||
if (score <= m_BestAllScore.Value && m_BestAllScore.Value > 0.0f)
|
||||
{
|
||||
TimeSpan time = TimeSpan.FromSeconds(score);
|
||||
textAsset.text = $"<b>Current Record</b>: {time.ToString(TIME_FORMAT)}";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (score >= m_BestAllScore.Value && m_BestAllScore.Value > 0.0f)
|
||||
{
|
||||
textAsset.text = $"<b>Current Record</b>: {score:N0}";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SetupPlayerSlots()
|
||||
{
|
||||
for (int i = 0; i < maxAllowedPlayers; i++)
|
||||
{
|
||||
Instantiate(m_PlayerScoreboardSlotPrefab, m_ContentListParent).TryGetComponent(out ScoreboardSlot slot);
|
||||
m_ScoreboardSlots.Add(slot);
|
||||
slot.SetSlotOpen();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea9983fea18a9d04696e97a1c7de0f9b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,163 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace XRMultiplayer.MiniGames
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a slot in the scoreboard for a player.
|
||||
/// </summary>
|
||||
public class ScoreboardSlot : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets or sets the current score of the player.
|
||||
/// </summary>
|
||||
public float currentScore
|
||||
{
|
||||
get => m_Score;
|
||||
set => m_Score = value;
|
||||
}
|
||||
/// <summary>
|
||||
/// Internal value that gets or sets the current score of the player.
|
||||
/// </summary>
|
||||
float m_Score;
|
||||
|
||||
/// <summary>
|
||||
/// External value that gets or sets a value indicating whether the player has finished the game.
|
||||
/// </summary>
|
||||
public bool isFinished
|
||||
{
|
||||
get => m_IsFinished;
|
||||
set => m_IsFinished = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Internal value that gets or sets a value indicating whether the player has finished the game.
|
||||
/// </summary>
|
||||
bool m_IsFinished;
|
||||
|
||||
/// <summary>
|
||||
/// External value that gets or sets a value indicating whether the player is ready.
|
||||
/// </summary>
|
||||
public bool isReady
|
||||
{
|
||||
get => m_IsReady;
|
||||
set => m_IsReady = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Internal value that gets or sets a value indicating whether the player is ready.
|
||||
/// </summary>
|
||||
bool m_IsReady;
|
||||
|
||||
/// <summary>
|
||||
/// The text for the place of the player.
|
||||
/// </summary>
|
||||
[SerializeField] TMP_Text m_PlaceText;
|
||||
|
||||
/// <summary>
|
||||
/// The text for the name of the player.
|
||||
/// </summary>
|
||||
[SerializeField] TMP_Text m_PlayerNameText;
|
||||
|
||||
/// <summary>
|
||||
/// The text for the score of the player.
|
||||
/// </summary>
|
||||
[SerializeField] TMP_Text m_PlayerScoreText;
|
||||
|
||||
/// <summary>
|
||||
/// The icon to indicate the player is ready.
|
||||
/// </summary>
|
||||
[SerializeField] Image m_ReadyIcon;
|
||||
|
||||
/// <summary>
|
||||
/// The icon to indicate the player is ready.
|
||||
/// </summary>
|
||||
[SerializeField] GameObject m_PlayerIcon;
|
||||
|
||||
/// <summary>
|
||||
/// The object to display when the slot is open.
|
||||
/// </summary>
|
||||
[SerializeField] GameObject m_OpenObject;
|
||||
|
||||
/// <summary>
|
||||
/// The object to display when the slot is closed.
|
||||
/// </summary>
|
||||
[SerializeField] GameObject m_ClosedObject;
|
||||
|
||||
/// <summary>
|
||||
/// Sets up the player slot with the specified place and player name.
|
||||
/// </summary>
|
||||
/// <param name="place">The place of the player.</param>
|
||||
/// <param name="playerName">The name of the player.</param>
|
||||
public void SetupPlayerSlot(int place, string playerName)
|
||||
{
|
||||
m_OpenObject.SetActive(false);
|
||||
m_ClosedObject.SetActive(true);
|
||||
m_PlayerIcon.SetActive(true);
|
||||
m_PlaceText.enabled = false;
|
||||
m_PlayerNameText.text = playerName;
|
||||
UpdatePlace(place);
|
||||
ToggleReady(false);
|
||||
m_PlayerScoreText.text = "";
|
||||
m_IsFinished = false;
|
||||
m_IsReady = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the slot as open.
|
||||
/// </summary>
|
||||
public void SetSlotOpen()
|
||||
{
|
||||
m_OpenObject.SetActive(true);
|
||||
m_ClosedObject.SetActive(false);
|
||||
m_IsFinished = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the score of the player.
|
||||
/// </summary>
|
||||
/// <param name="score">The new score of the player.</param>
|
||||
/// <param name="gameType">The type of the game.</param>
|
||||
public void UpdateScore(float score, MiniGameBase.GameType gameType)
|
||||
{
|
||||
m_PlayerIcon.SetActive(false);
|
||||
m_PlaceText.enabled = true;
|
||||
m_PlayerScoreText.enabled = true;
|
||||
m_ReadyIcon.enabled = false;
|
||||
currentScore = score;
|
||||
|
||||
if (gameType == MiniGameBase.GameType.Time)
|
||||
{
|
||||
TimeSpan time = TimeSpan.FromSeconds(score);
|
||||
m_PlayerScoreText.text = time.ToString("mm':'ss'.'ff");
|
||||
}
|
||||
else
|
||||
{
|
||||
m_PlayerScoreText.text = score.ToString("N0");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the place of the player.
|
||||
/// </summary>
|
||||
/// <param name="place">The new place of the player.</param>
|
||||
public void UpdatePlace(int place)
|
||||
{
|
||||
m_PlaceText.text = $"{place}<voffset=.5em><size=3>{Utils.GetOrdinal(place)}</voffset></size>";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles the ready state of the player.
|
||||
/// </summary>
|
||||
/// <param name="toggle">The new ready state.</param>
|
||||
public void ToggleReady(bool toggle)
|
||||
{
|
||||
m_IsReady = toggle;
|
||||
m_PlayerScoreText.enabled = false;
|
||||
m_ReadyIcon.enabled = true;
|
||||
m_ReadyIcon.color = toggle ? Color.green : Color.red;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aa6be18f862e80d428c7aa2b5194b4f2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 831d53858019c7944a2f40ea59633e41
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user