Initial commit

This commit is contained in:
Thorbjoern
2025-05-26 00:46:28 +02:00
commit e5bca03433
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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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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);
}
}
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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();
}
}
}
}
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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;
}
}
}
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using UnityEngine;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// Represents a slingshot mini-game.
/// </summary>
[RequireComponent(typeof(TargetManager))]
public class MiniGame_Slingshot : MiniGameBase
{
[SerializeField] SlingshotVisualUpdater[] m_Slingshots;
[SerializeField] float m_PreGameHeight = 0.65f;
[SerializeField] float m_StartGameHeight = 0.0f;
/// <summary>
/// The target manager.
/// </summary>
TargetManager m_TargetManager;
/// <summary>
/// The current player score.
/// </summary>
int m_CurrentPlayerScore = 0;
///<inheritdoc/>
public override void Start()
{
base.Start();
TryGetComponent(out m_TargetManager);
SetSlingshotHeights(m_PreGameHeight);
}
///<inheritdoc/>
public override void SetupGame()
{
base.SetupGame();
SetSlingshotHeights(m_PreGameHeight);
}
///<inheritdoc/>
public override void StartGame()
{
base.StartGame();
m_CurrentPlayerScore = 0;
m_TargetManager.ActivateTargets();
SetSlingshotHeights(m_StartGameHeight);
}
///<inheritdoc/>
public override void FinishGame(bool submitScore = true)
{
base.FinishGame(submitScore);
m_TargetManager.DeactivateTargets();
m_MiniGameManager.FinishGame();
SetSlingshotHeights(m_PreGameHeight);
}
///<inheritdoc/>
public override void UpdateGame(float deltaTime)
{
base.UpdateGame(deltaTime);
}
void SetSlingshotHeights(float height)
{
foreach (var slingshot in m_Slingshots)
{
slingshot.ResetSlingshot(height);
}
}
/// <summary>
/// Called when the local player hits a target.
/// </summary>
/// <param name="targetValue"></param>
public void LocalPlayerHitTarget(int targetValue)
{
if (m_MiniGameManager.currentNetworkedGameState == MiniGameManager.GameState.InGame)
{
m_CurrentPlayerScore += targetValue;
m_MiniGameManager.SubmitScoreServerRpc(m_CurrentPlayerScore, XRINetworkPlayer.LocalPlayer.OwnerClientId);
}
}
}
}
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using System.Collections;
using Unity.Netcode;
using UnityEngine;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// A networked slingshot that shoots projectiles.
/// </summary>
[RequireComponent(typeof(SlingshotVisualUpdater))]
public class Slingshot : MonoBehaviour
{
/// <summary>
/// The projectile prefab to shoot from the slingshot.
/// </summary>
[SerializeField] GameObject m_ProjectilePrefab;
/// <summary>
/// The projectile proxy object to show when the bucket is held.
/// </summary>
[SerializeField] GameObject m_ProjectileProxyObject;
/// <summary>
/// The bucket interactable to use for setting the power of the slingshot.
/// </summary>
[SerializeField] NetworkPhysicsInteractable m_BucketInteractable;
/// <summary>
/// The time to wait before resetting the proxy object.
/// </summary>
[SerializeField] float m_ResetTime = 1.0f;
/// <summary>
/// The colliders to ignore when shooting the projectile.
/// </summary>
[SerializeField] Collider[] m_CollidersToIgnore;
/// <summary>
/// The slingshot visual updater to use for updating the slingshot visuals.
/// </summary>
SlingshotVisualUpdater m_SlingshotVisualUpdater;
/// <summary>
/// The slingshot mini game to use for handling the mini game logic.
/// </summary>
MiniGame_Slingshot m_MiniGame;
/// <summary>
/// Called when the script instance is being loaded.
/// </summary>
private void Start()
{
TryGetComponent(out m_SlingshotVisualUpdater);
m_MiniGame = GetComponentInParent<MiniGame_Slingshot>();
}
/// <summary>
/// Called when the bucket's held state changes.
/// </summary>
/// <param name="old">The previous held state.</param>
/// <param name="current">The current held state.</param>
public void OnBucketHeldChanged(bool current)
{
if (!current)
{
ShootProjectile();
}
else
{
if (m_BucketInteractable.IsOwner)
{
m_SlingshotVisualUpdater.trajectoryLineRenderer.enabled = true;
}
}
}
/// <summary>
/// Shoots a projectile from the slingshot.
/// </summary>
private void ShootProjectile()
{
m_ProjectileProxyObject.SetActive(false);
SlingshotProjectile projectile = Instantiate(m_ProjectilePrefab, m_BucketInteractable.transform.position, Quaternion.identity).GetComponent<SlingshotProjectile>();
XRINetworkGameManager.Instance.GetPlayerByID(m_BucketInteractable.OwnerClientId, out XRINetworkPlayer player);
projectile.LaunchProjectile(m_SlingshotVisualUpdater.GetShotForce(), player.IsLocalPlayer, player.playerColor);
foreach (var collider in m_CollidersToIgnore)
{
Physics.IgnoreCollision(projectile.GetComponent<Collider>(), collider);
}
if (m_BucketInteractable.IsOwner)
{
projectile.localPlayerHitTarget += OnLocalPlayerHitTarget;
m_SlingshotVisualUpdater.ResetBucketPosition();
ResetProxyObjectServerRpc();
m_SlingshotVisualUpdater.trajectoryLineRenderer.enabled = false;
}
}
/// <summary>
/// Resets the proxy object on the server.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void ResetProxyObjectServerRpc()
{
ResetProxyObjectClientRpc();
}
/// <summary>
/// Resets the proxy object on the clients.
/// </summary>
[ClientRpc]
private void ResetProxyObjectClientRpc()
{
StartCoroutine(ResetProxyAfterTime());
}
/// <summary>
/// Resets the proxy object after a specified time.
/// </summary>
/// <returns>An enumerator to control the coroutine.</returns>
private IEnumerator ResetProxyAfterTime()
{
yield return new WaitForSeconds(m_ResetTime);
m_ProjectileProxyObject.SetActive(true);
}
/// <summary>
/// Called when the local player hits a target with the projectile.
/// </summary>
/// <param name="projectile">The projectile that hit the target.</param>
/// <param name="targetValue">The value of the target hit.</param>
private void OnLocalPlayerHitTarget(SlingshotProjectile projectile, int targetValue)
{
projectile.localPlayerHitTarget -= OnLocalPlayerHitTarget;
m_MiniGame.LocalPlayerHitTarget(targetValue);
}
}
}
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using System;
using System.Collections;
using UnityEngine;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// Represents a projectile for the slingshot mini-game.
/// </summary>
public class SlingshotProjectile : Projectile
{
/// <summary>
/// Event that is triggered when the local player hits a target with the projectile.
/// </summary>
public Action<SlingshotProjectile, int> localPlayerHitTarget;
/// <summary>
/// The lifetime of the projectile.
/// </summary>
[SerializeField] float m_LifeTime = 10.0f;
/// <summary>
/// The collider for the projectile.
/// </summary>
[SerializeField] Collider m_Collider;
/// <summary>
/// The rigidbody for the projectile.
/// </summary>
[SerializeField] Rigidbody m_Rigidbody;
/// <summary>
/// Called before the first frame update.
/// </summary>
void Start()
{
Destroy(gameObject, m_LifeTime);
}
/// <summary>
/// Launches the projectile with the specified parameters.
/// </summary>
/// <param name="launchForce">The force to launch the projectile with.</param>
/// <param name="isLocalPlayer">Indicates whether the player launching the projectile is the local player.</param>
/// <param name="playerColor">The color of the player launching the projectile.</param>
public void LaunchProjectile(Vector3 launchForce, bool isLocalPlayer, Color playerColor)
{
Setup(isLocalPlayer, playerColor);
m_Collider.enabled = false;
m_Rigidbody.linearVelocity = launchForce;
StartCoroutine(LaunchRoutine());
}
/// <summary>
/// Coroutine that enables the collider after a short delay.
/// </summary>
IEnumerator LaunchRoutine()
{
yield return new WaitForSeconds(.15f);
m_Collider.enabled = true;
}
/// <summary>
/// Called when the projectile hits a target.
/// </summary>
/// <param name="target">The target that was hit.</param>
protected override void HitTarget(Target target)
{
base.HitTarget(target);
localPlayerHitTarget?.Invoke(this, target.targetValue);
}
}
}
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using System.Collections;
using UnityEngine;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// Updates the visual elements of the slingshot in the gameplay.
/// </summary>
[ExecuteInEditMode]
public class SlingshotVisualUpdater : MonoBehaviour
{
/// <summary>
/// The line renderer displaying the current trajectory.
/// </summary>
public LineRenderer trajectoryLineRenderer;
[SerializeField] Rigidbody m_Rigidbody;
/// <summary>
/// The transform of the bucket.
/// </summary>
[SerializeField] Rigidbody m_BucketRigibody;
/// <summary>
/// The transform of the shot center.
/// </summary>
[SerializeField] Transform m_ShotCenterTransform;
/// <summary>
/// The line renderers of the slingshot.
/// </summary>
[SerializeField] LineRenderer[] m_LineRenderers;
/// <summary>
/// The transform of the line end.
/// </summary>
[SerializeField] Transform[] m_LineEndTransforms;
/// <summary>
/// The minimum and maximum distance of the slingshot.
/// </summary>
[SerializeField] Vector2 m_MinMaxDistance = new Vector2(0.0f, 1.0f);
/// <summary>
/// The minimum and maximum size of the line.
/// </summary>
[SerializeField] Vector2 m_MinMaxLineSize = new Vector2(.05f, .01f);
/// <summary>
/// The minimum and maximum shot force.
/// </summary>
[SerializeField] Vector2 m_MinMaxShotForce = new Vector2(5.0f, 20.0f);
/// <summary>
/// The force multiplier of the shot.
/// </summary>
[SerializeField] float m_ForceMultiplier = 2.0f;
/// <summary>
/// The maximum distance to display the debug line.
/// </summary>
[SerializeField] float m_MaxDebugShowDistance = 2.0f;
/// <summary>
/// The time to reset the bucket position.
/// </summary>
[SerializeField] float m_BucketResetTime = .35f;
/// <summary>
/// The color divisor of the debug line.
/// </summary>
[SerializeField] float m_ColorDivisor = 5.0f;
/// <summary>
/// The line display distance.
/// </summary>
[SerializeField] float m_LineDisplayDistance = 2.0f;
[SerializeField] bool m_LockBucketRotation = true;
/// <summary>
/// The shot force of the slingshot.
/// </summary>
float m_ShotForce;
/// <summary>
/// The aim direction of the slingshot.
/// </summary>
Vector3 m_AimDirection;
/// <summary>
/// The reset position of the bucket.
/// </summary>
// Vector3 m_ResetPosition;
Pose m_ResetPose;
/// <inheritdoc/>
void Awake()
{
trajectoryLineRenderer.enabled = false;
m_ResetPose = new Pose(m_BucketRigibody.transform.localPosition, m_BucketRigibody.transform.localRotation);
// m_ResetPosition = m_BucketTransform.localPosition;
}
/// <inheritdoc/>
void LateUpdate()
{
for (int i = 0; i < m_LineRenderers.Length; i++)
{
m_LineRenderers[i].SetPosition(0, m_LineRenderers[i].transform.position);
m_LineRenderers[i].SetPosition(1, m_LineEndTransforms[i].position);
float distance = Vector3.Distance(m_LineRenderers[i].transform.position, m_LineEndTransforms[i].position);
float perc = Utils.GetPercentOfValueBetweenTwoValues(m_MinMaxDistance.x, m_MinMaxDistance.y, distance);
float size = Mathf.Lerp(m_MinMaxLineSize.x, m_MinMaxLineSize.y, perc);
m_LineRenderers[i].startWidth = size;
m_LineRenderers[i].endWidth = size;
}
float lineDistance = Vector3.Distance(m_ShotCenterTransform.position, m_BucketRigibody.position);
m_ShotForce = Mathf.Clamp(lineDistance * m_ForceMultiplier, m_MinMaxShotForce.x, m_MinMaxShotForce.y);
m_AimDirection = (m_ShotCenterTransform.position - m_BucketRigibody.position).normalized;
Vector3 lineEndPos = m_BucketRigibody.position + (m_AimDirection * Mathf.Clamp(lineDistance * m_LineDisplayDistance, 0.0f, m_MaxDebugShowDistance));
Color forceColor = Color.Lerp(Color.yellow, Color.red, Mathf.Clamp01(m_ShotForce / m_MaxDebugShowDistance / m_ColorDivisor));
Color transparentForceColor = new Color(forceColor.r, forceColor.g, forceColor.b, 0.0f);
trajectoryLineRenderer.startColor = forceColor;
trajectoryLineRenderer.endColor = transparentForceColor;
trajectoryLineRenderer.SetPosition(0, m_BucketRigibody.position);
trajectoryLineRenderer.SetPosition(1, lineEndPos);
if (m_LockBucketRotation)
m_BucketRigibody.transform.forward = m_AimDirection;
}
/// <summary>
/// Gets the force of the shot.
/// </summary>
/// <returns>The force of the shot.</returns>
public Vector3 GetShotForce()
{
return m_AimDirection * m_ShotForce;
}
public void ResetSlingshot(float height)
{
StartCoroutine(ResetSlingshotHeightRoutine(height));
ResetBucketPosition();
}
IEnumerator ResetSlingshotHeightRoutine(float height)
{
bool wasKinematic = m_Rigidbody.isKinematic;
m_Rigidbody.isKinematic = true;
transform.localPosition = new Vector3(transform.localPosition.x, height, transform.localPosition.z);
yield return new WaitForSeconds(.15f);
m_Rigidbody.isKinematic = wasKinematic;
}
/// <summary>
/// Resets the position of the bucket.
/// </summary>
public void ResetBucketPosition()
{
StartCoroutine(ResetBucketPositionRoutine());
}
/// <summary>
/// Coroutine to reset the position of the bucket over time.
/// </summary>
/// <returns>An IEnumerator used for the coroutine.</returns>
IEnumerator ResetBucketPositionRoutine()
{
bool wasKinematic = m_BucketRigibody.isKinematic;
m_BucketRigibody.isKinematic = true;
for (float i = 0; i < m_BucketResetTime; i += Time.deltaTime)
{
m_BucketRigibody.transform.localPosition = Vector3.Lerp(m_BucketRigibody.transform.localPosition, m_ResetPose.position, i / m_BucketResetTime);
yield return null;
}
m_BucketRigibody.transform.SetLocalPositionAndRotation(m_ResetPose.position, m_ResetPose.rotation);
m_BucketRigibody.isKinematic = wasKinematic;
}
}
}
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using UnityEngine.Events;
namespace UnityEngine.XR.Content.Interaction
{
/// <summary>
/// Detects a collision with a tagged collider, replacing this object with a 'broken' version
/// </summary>
public class Breakable : MonoBehaviour
{
public UnityAction<Collider> onBreak;
public int pointValue = 1;
#pragma warning disable CS0108 // Member hides inherited member; missing new keyword
public Collider collider => m_Collider;
#pragma warning restore CS0108 // Member hides inherited member; missing new keyword
[SerializeField]
Collider m_Collider;
[SerializeField]
[Tooltip("The 'broken' version of this object.")]
GameObject m_BrokenVersion;
[SerializeField]
[Tooltip("The tag a collider must have to cause this object to break.")]
string m_ColliderTag = "Destroyer";
bool m_Destroyed = false;
void OnCollisionEnter(Collision collision)
{
if (m_Destroyed)
return;
if (collision.gameObject.CompareTag(m_ColliderTag))
{
Break(collision.collider);
}
}
public void Break(Collider collider)
{
if (m_Destroyed) return;
m_Destroyed = true;
Instantiate(m_BrokenVersion, transform.position, transform.rotation);
onBreak?.Invoke(collider);
Destroy(gameObject);
}
}
}
@@ -0,0 +1,11 @@
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactables;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// Represents a mini-game called "Whack-A-Pig" where the player needs to hit pigs with a hammer.
/// </summary>
public class MiniGame_Whack : MiniGameBase
{
/// <summary>
/// The time to wait before resetting the hammer's position.
/// </summary>
[SerializeField] float m_HammerResetTime = .25f;
/// <summary>
/// The interactable objects to use for the mini-game.
/// </summary>
readonly Dictionary<XRBaseInteractable, Pose> m_InteractablePoses = new();
/// <summary>
/// The networked gameplay to use for handling the networked gameplay logic.
/// </summary>
NetworkedWhackAPig m_NetworkedGameplay;
/// <summary>
/// The current score of the mini-game.
/// </summary>
int m_CurrentScore = 0;
/// <inheritdoc/>
public override void Start()
{
base.Start();
TryGetComponent(out m_NetworkedGameplay);
foreach (var interactable in m_GameInteractables)
{
if (!m_InteractablePoses.ContainsKey(interactable))
{
m_InteractablePoses.Add(interactable, new Pose(interactable.transform.position, interactable.transform.rotation));
interactable.selectExited.AddListener(HammerDropped);
}
}
}
/// <inheritdoc/>
void OnDestroy()
{
foreach (var kvp in m_InteractablePoses)
{
kvp.Key.selectExited.RemoveListener(HammerDropped);
}
}
/// <summary>
/// Sets up the game by resetting the current score.
/// </summary>
public override void SetupGame()
{
base.SetupGame();
m_CurrentScore = 0;
m_NetworkedGameplay.ResetGame();
}
/// <summary>
/// Starts the game by spawning pigs if the player is the server.
/// </summary>
public override void StartGame()
{
base.StartGame();
if (m_NetworkedGameplay.IsServer)
{
m_NetworkedGameplay.SpawnProcessServer();
}
}
/// <summary>
/// Finishes the game and ends the networked gameplay.
/// </summary>
/// <param name="submitScore">Whether to submit the score or not.</param>
public override void FinishGame(bool submitScore = true)
{
base.FinishGame(submitScore);
m_NetworkedGameplay.EndGame();
}
/// <summary>
/// Called when the hammer is dropped on an interactable object.
/// </summary>
/// <param name="args">The interaction event arguments.</param>
void HammerDropped(BaseInteractionEventArgs args)
{
XRBaseInteractable interactable = (XRBaseInteractable)args.interactableObject;
if (m_InteractablePoses.ContainsKey(interactable))
{
StartCoroutine(DropHammerAfterTimeRoutine(interactable));
}
}
/// <summary>
/// Coroutine that drops the hammer after a specified time and resets the interactable's position.
/// </summary>
/// <param name="interactable">The interactable object.</param>
IEnumerator DropHammerAfterTimeRoutine(XRBaseInteractable interactable)
{
yield return new WaitForSeconds(m_HammerResetTime);
if (!interactable.isSelected)
{
Rigidbody body = interactable.GetComponent<Rigidbody>();
bool wasKinematic = body.isKinematic;
body.isKinematic = true;
interactable.transform.SetPositionAndRotation(m_InteractablePoses[interactable].position, m_InteractablePoses[interactable].rotation);
yield return new WaitForFixedUpdate();
body.isKinematic = wasKinematic;
foreach (var collider in interactable.colliders)
{
collider.enabled = true;
}
}
}
/// <summary>
/// Updates the local player's score and submits it to the server.
/// </summary>
/// <param name="pointValue">The point value to add to the score.</param>
public void LocalPlayerScored(int pointValue)
{
m_CurrentScore += pointValue;
if (m_CurrentScore < 0) m_CurrentScore = 0;
m_MiniGameManager.SubmitScoreServerRpc(m_CurrentScore, XRINetworkPlayer.LocalPlayer.OwnerClientId);
}
}
}
@@ -0,0 +1,11 @@
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using System.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.XR.Content.Interaction;
namespace XRMultiplayer.MiniGames
{
/// <summary>
/// Represents a networked version of the Whack-A-Pig mini game.
/// </summary>
public class NetworkedWhackAPig : NetworkBehaviour
{
/// <summary>
/// The proxy pigs to use for showing the trick.
/// </summary>
[SerializeField] GameObject[] m_ProxyPigs;
/// <summary>
/// The hammers to use for hitting the pigs.
/// </summary>
[SerializeField] NetworkPhysicsInteractable[] m_Hammers;
[SerializeField] Collider[] m_HammerIgnoreColliders;
/// <summary>
/// The pig prefab to spawn.
/// </summary>
[SerializeField] GameObject m_PigPrefab;
/// <summary>
/// The bad pig prefab to spawn.
/// </summary>
[SerializeField] GameObject m_BadPigPrefab;
/// <summary>
/// The time to stay spawned before despawning.
/// </summary>
[SerializeField] Vector2 m_TimeToStaySpawnedMinMax = new Vector2(.5f, 1.0f);
/// <summary>
/// The time to wait before spawning a new pig.
/// </summary>
[SerializeField] float m_TimeToSpawn = .5f;
/// <summary>
/// The time to show the proxy pig.
/// </summary>
[SerializeField] float m_ProxyShowTime = .35f;
/// <summary>
/// The hidden height of the proxy pig.
/// </summary>
[SerializeField] float m_HiddenHeight = -0.25f;
[SerializeField] float m_SpawnStartHeight = 0.0f;
[SerializeField] float m_SpawnShowHeight = 0.1f;
/// <summary>
/// The trick height min and max for the proxy pig.
/// </summary>
[SerializeField] Vector2 m_TrickHeightMinMax = new Vector2(-0.25f, -.05f);
/// <summary>
/// The trick time min and max for the proxy pig.
/// </summary>
[SerializeField] Vector2 m_TrickTimeMinMax = new Vector2(1.0f, 3.0f);
/// <summary>
/// The bad pig spawn chance.
/// </summary>
[SerializeField] float m_BadPigSpawn = .7f;
[SerializeField] Collider gameBarrierCollider;
/// <summary>
/// The mini game to use for handling the mini game logic.
/// </summary>
MiniGame_Whack m_MiniGame;
/// <summary>
/// The current breakable pig.
/// </summary>
Breakable m_CurrentBreakablePig;
/// <summary>
/// The current routine being played.
/// </summary>
IEnumerator m_CurrentRoutine;
/// <summary>
/// The current proxy ID.
/// </summary>
int m_CurrentProxyId = 0;
/// <summary>
/// Whether we are currently spawning a pig.
/// </summary>
bool m_Spawning = false;
/// <inheritdoc/>
void Start()
{
TryGetComponent(out m_MiniGame);
foreach (var pig in m_ProxyPigs)
{
pig.SetActive(false);
}
foreach (var areaCollider in m_HammerIgnoreColliders)
{
foreach (var hammer in m_Hammers)
{
foreach (var hammerInteractableCollider in hammer.baseInteractable.colliders)
{
Physics.IgnoreCollision(hammerInteractableCollider, areaCollider);
}
}
}
}
/// <summary>
/// Starts the trick routine.
/// </summary>
[ContextMenu("Test Trick Routine")]
void ShowTrickRoutine()
{
if (m_CurrentRoutine != null) StopTrickRoutine();
m_CurrentRoutine = TrickRoutine();
StartCoroutine(m_CurrentRoutine);
}
/// <summary>
/// Stops the trick routine.
/// </summary>
[ContextMenu("Stop Trick Routine")]
void StopTrickRoutine()
{
if (m_CurrentRoutine != null) StopCoroutine(m_CurrentRoutine);
m_ProxyPigs[m_CurrentProxyId].SetActive(false);
m_ProxyPigs[m_CurrentProxyId].transform.localPosition = new Vector3(m_ProxyPigs[m_CurrentProxyId].transform.localPosition.x, m_HiddenHeight, m_ProxyPigs[m_CurrentProxyId].transform.localPosition.z);
}
/// <summary>
/// Performs the trick routine.
/// </summary>
/// <returns>An IEnumerator representing the trick routine.</returns>
IEnumerator TrickRoutine()
{
while (true & !m_MiniGame.finished)
{
// Choose a random proxy pig to show
m_CurrentProxyId = Random.Range(0, m_ProxyPigs.Length);
float riseTime = m_ProxyShowTime / 2;
Vector3 startPosition = new Vector3(m_ProxyPigs[m_CurrentProxyId].transform.localPosition.x, 0, m_ProxyPigs[m_CurrentProxyId].transform.localPosition.z);
m_ProxyPigs[m_CurrentProxyId].transform.localPosition = startPosition + Vector3.up * m_HiddenHeight;
m_ProxyPigs[m_CurrentProxyId].SetActive(true);
float trickHeight = Random.Range(m_TrickHeightMinMax.x, m_TrickHeightMinMax.y);
// Move the pig up to the trick height
for (float i = 0; i < riseTime; i += Time.deltaTime)
{
float perc = i / riseTime;
float lerpHeight = Mathf.Lerp(m_HiddenHeight, trickHeight, perc);
m_ProxyPigs[m_CurrentProxyId].transform.localPosition = startPosition + Vector3.up * lerpHeight;
yield return null;
}
m_ProxyPigs[m_CurrentProxyId].transform.localPosition = startPosition + Vector3.up * trickHeight;
// Move the pig back down to the hidden height
for (float i = 0; i < riseTime; i += Time.deltaTime)
{
float perc = i / riseTime;
float lerpHeight = Mathf.Lerp(trickHeight, m_HiddenHeight, perc);
m_ProxyPigs[m_CurrentProxyId].transform.localPosition = startPosition + Vector3.up * lerpHeight;
yield return null;
}
m_ProxyPigs[m_CurrentProxyId].transform.localPosition = startPosition + Vector3.up * m_HiddenHeight;
// Hide the pig
m_ProxyPigs[m_CurrentProxyId].SetActive(false);
}
}
/// <summary>
/// Spawns a pig on the server.
/// </summary>
public void SpawnProcessServer()
{
if (IsServer)
SpawnProcessClientRpc(Random.Range(m_TrickTimeMinMax.x, m_TrickTimeMinMax.y));
}
/// <summary>
/// Spawns a pig on the clients.
/// </summary>
/// <param name="waitTime">The time to wait before spawning the pig.</param>
[ClientRpc]
public void SpawnProcessClientRpc(float waitTime)
{
m_Spawning = true;
StartCoroutine(SpawnAfterTime(waitTime));
}
/// <summary>
/// Spawns a pig after a certain amount of time.
/// </summary>
/// <param name="time">The time to wait before spawning the pig.</param>
/// <returns>An IEnumerator representing the spawn after time routine.</returns>
IEnumerator SpawnAfterTime(float time)
{
yield return new WaitForSeconds(.25f);
ShowTrickRoutine();
yield return new WaitForSeconds(time);
SpawnNewPig();
}
/// <summary>
/// Called from mini game manager when entering pre game state.
/// </summary>
public void ResetGame()
{
StopTrickRoutine();
StopAllCoroutines();
if (m_CurrentBreakablePig != null)
Destroy(m_CurrentBreakablePig.gameObject);
}
/// <summary>
/// Ends the game and cleans up.
/// </summary>
public void EndGame()
{
StopTrickRoutine();
StopAllCoroutines();
if (m_CurrentBreakablePig != null)
Destroy(m_CurrentBreakablePig.gameObject);
}
/// <summary>
/// Spawns a new pig on the server.
/// </summary>
public void SpawnNewPig()
{
if (!IsServer) return;
SpawnPigClientRpc(Random.Range(0, m_ProxyPigs.Length), Random.value, Random.Range(m_TimeToStaySpawnedMinMax.x, m_TimeToStaySpawnedMinMax.y));
}
/// <summary>
/// Spawns a pig on the clients.
/// </summary>
/// <param name="spawnIdx">The index of the spawn transform to use.</param>
/// <param name="randomValue">A random value used to determine if a bad pig should be spawned.</param>
[ClientRpc]
void SpawnPigClientRpc(int spawnIdx, float randomValue, float timeToStaySpawned)
{
StopTrickRoutine();
m_Spawning = false;
m_CurrentRoutine = SpawnRoutine(spawnIdx, randomValue, timeToStaySpawned);
StartCoroutine(m_CurrentRoutine);
}
/// <summary>
/// Spawns a pig on the server and sets up collision ignoring.
/// </summary>
/// <param name="spawnIdx">The index of the spawn transform to use.</param>
/// <param name="randomValue">A random value used to determine if a bad pig should be spawned.</param>
/// <returns>An IEnumerator representing the spawn routine.</returns>
IEnumerator SpawnRoutine(int spawnIdx, float randomValue, float timeToStaySpawned)
{
Vector3 spawnPos = m_ProxyPigs[spawnIdx].transform.position + (Vector3.up * m_SpawnStartHeight);
// Determine if we are spawning a bad pig or a good pig
m_CurrentBreakablePig = Instantiate(randomValue > m_BadPigSpawn ? m_BadPigPrefab : m_PigPrefab, spawnPos, m_ProxyPigs[spawnIdx].transform.rotation).GetComponent<Breakable>();
m_CurrentBreakablePig.collider.enabled = false;
// Updates Physics Ignore Collision to non local hammers cannot interact with the pigs
foreach (var hammer in m_Hammers)
{
if (!hammer.IsOwner || !hammer.isInteracting)
{
foreach (var collider in hammer.baseInteractable.colliders)
{
Physics.IgnoreCollision(collider, m_CurrentBreakablePig.collider);
}
}
}
m_CurrentBreakablePig.onBreak += LocalPigDestroyed;
Vector3 startPosition = m_CurrentBreakablePig.transform.position;
// Move the pig up to the show height
for (float i = 0; i < m_TimeToSpawn; i += Time.deltaTime)
{
float perc = i / m_TimeToSpawn;
float lerpHeight = Mathf.Lerp(m_SpawnStartHeight, m_SpawnShowHeight, perc);
m_CurrentBreakablePig.transform.position = startPosition + Vector3.up * lerpHeight;
yield return null;
}
m_CurrentBreakablePig.transform.position = startPosition + Vector3.up * m_SpawnShowHeight;
m_CurrentBreakablePig.collider.enabled = true;
yield return new WaitForSeconds(timeToStaySpawned);
m_CurrentBreakablePig.collider.enabled = false;
// Move the pig back down to the hidden height
for (float i = 0; i < m_TimeToSpawn; i += Time.deltaTime)
{
float perc = i / m_TimeToSpawn;
float lerpHeight = Mathf.Lerp(m_SpawnShowHeight, m_SpawnStartHeight, perc);
m_CurrentBreakablePig.transform.position = startPosition + Vector3.up * lerpHeight;
yield return null;
}
m_CurrentBreakablePig.transform.position = startPosition + Vector3.up * m_SpawnStartHeight;
// Destroy the pig and spawn a new one if we are the server
Destroy(m_CurrentBreakablePig.gameObject);
if (IsServer)
SpawnProcessServer();
}
/// <summary>
/// Handles the destruction of a pig on the local client.
/// </summary>
/// <param name="collider">The collider of the pig that was destroyed.</param>
void LocalPigDestroyed(Collider collider)
{
NetworkPhysicsInteractable grabInteractable = collider.GetComponentInParent<NetworkPhysicsInteractable>();
if (grabInteractable == null) // Probably in editor testing
{
if (IsServer & !m_Spawning)
SpawnProcessServer();
}
else if (grabInteractable.IsOwner)
{
m_MiniGame.LocalPlayerScored(m_CurrentBreakablePig.pointValue);
DestroyPigServerRpc(grabInteractable.OwnerClientId);
StopCoroutine(m_CurrentRoutine);
}
}
/// <summary>
/// Destroys a pig on the server and notifies the clients.
/// </summary>
/// <param name="clientId">The client ID of the owner of the pig.</param>
[ServerRpc(RequireOwnership = false)]
void DestroyPigServerRpc(ulong clientId)
{
DestroyPigClientRpc(clientId);
}
/// <summary>
/// Destroys a pig on the clients.
/// </summary>
/// <param name="clientId">The client ID of the owner of the pig.</param>
[ClientRpc]
void DestroyPigClientRpc(ulong clientId)
{
if (XRINetworkPlayer.LocalPlayer.OwnerClientId != clientId && m_CurrentBreakablePig != null)
{
StopCoroutine(m_CurrentRoutine);
m_CurrentBreakablePig.onBreak -= LocalPigDestroyed;
m_CurrentBreakablePig.Break(null);
}
if (IsServer & !m_Spawning)
SpawnProcessServer();
}
}
}
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