feat: free fly arena, 4-player support, 4-player arena, test-scene option etc.

There is also overhauled camera zoom behavior, an update to the match logic,
tweaks to the main menu scene.
This commit is contained in:
Jakob Feldmann 2024-05-05 17:53:56 +02:00
parent 9a9a9c8b21
commit 94863a7eb5
68 changed files with 6160 additions and 2167 deletions

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@ -1,22 +1,53 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data.Common;
using System.Linq;
using System.Reflection;
using log4net;
using PrimeTween;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Rendering.Universal;
using static UnityEngine.Mathf;
public class CameraOperator : MonoBehaviour
{
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Dictionary<int, GameObject> players = new Dictionary<int, GameObject>();
[SerializeField]
private int MaxAdditionalDistance = 15;
private int MaxAdditionalDistance = 30;
[SerializeField]
private float FarOutBias = 0.3f;
[SerializeField]
private float MaxFollowDistance = 100f;
[SerializeField]
[Tooltip("Target Offset/ (Framerate * (1/FollowSpeed))")]
private float FollowSpeed = 2f;
[SerializeField]
[Tooltip("Lower values make the camera tilt harder to keep the mid point centered")]
private float TiltFactor = 1.5f;
[SerializeField]
private float ZoomOutMargin = Screen.height / 4;
[SerializeField]
private float ZoomInMargin = Screen.height / 3;
[SerializeField]
private float MinZoomSpeed = 0.4f;
[SerializeField]
private float MaxZoomSpeed = 0.5f;
private Vector3 _currentZoomSpeed = Vector3.zero;
private float InitialDistance = 0;
private float MaxDistance;
private float ZoomTriggerXDistance = 0;
private float ZoomTriggerYDistance = 0;
private Camera cam;
private void Awake()
@ -27,46 +58,82 @@ public class CameraOperator : MonoBehaviour
MaxDistance = InitialDistance - MaxAdditionalDistance;
}
public void AddPlayer(GameObject player)
public void AddCharacter(GameObject ship)
{
players[player.GetInstanceID()] = player;
players[ship.GetInstanceID()] = ship;
}
public void RemovePlayer(int id)
public void RemoveCharacter(GameObject ship)
{
players.Remove(id);
players.Remove(ship.GetInstanceID());
ZoomTriggerXDistance = 0;
ZoomTriggerYDistance = 0;
}
/// <summary>
/// Rotates the camera to point at the center between the players.
/// Tilts the camera to point at the center between the players.
/// Zooms to keep players in frame.
/// Follows the players mid-point.
/// </summary>
private void LateUpdate()
private void FixedUpdate()
{
CenterBetweenPlayers();
AdjustZoom();
}
private void CenterBetweenPlayers()
{
if (players.Count < 1)
Vector3 center = CalculatePlayersCenter();
if (players.Count == 1)
{
FollowPosition(players.First().Value.transform.localPosition);
FacePlayersCenter(center - transform.localPosition);
}
else if (players.Count > 0)
{
FollowPosition(center);
FacePlayersCenter(center);
AdjustZoom();
}
else
{
return;
}
float x = transform.localPosition.x;
float y = transform.localPosition.y;
float z = transform.localPosition.z;
}
private Vector3 CalculatePlayersCenter()
{
Vector3 center = new Vector3();
if (players.Count < 1)
{
return transform.localPosition;
}
Vector3 furthestPoint = new Vector3();
foreach (GameObject p in players.Values)
{
if (p.IsDestroyed())
continue;
Vector3 position = p.transform.localPosition;
z = position.z;
x += position.x;
y += position.y;
Vector3 position;
position = p.transform.localPosition;
center += position;
if ((position - center).magnitude > furthestPoint.magnitude)
{
furthestPoint = position - center;
}
}
center /= players.Count();
// TODO: Competing furthest points cause jitter
if (FarOutBias > 0 && players.Count > 2)
{
center += (center - furthestPoint) * FarOutBias;
}
return center;
}
private void FacePlayersCenter(Vector3 center)
{
var x = center.x;
var y = center.y;
var z = center.z;
x /= players.Count();
y /= players.Count();
float a = z - InitialDistance;
float a = z - transform.localPosition.z * TiltFactor;
float cXAxis = (float)Sqrt(Pow(a, 2) + Pow(x, 2));
float cYAxis = (float)Sqrt(Pow(a, 2) + Pow(y, 2));
Vector3 xyRotation = new Vector3(Rad2Deg * Acos(a / cYAxis) * -Math.Sign(y),
@ -75,8 +142,10 @@ public class CameraOperator : MonoBehaviour
{
transform.localEulerAngles = xyRotation / 2;
}
}
private void AdjustZoom()
private void CalculateMaxInterPlayerDistance()
{
if (players.Count < 2)
{
@ -87,6 +156,7 @@ public class CameraOperator : MonoBehaviour
float maxXDistance = 0;
float maxYDistance = 0;
foreach (GameObject player in players.Values)
{
var screenPos1 = cam.WorldToScreenPoint(player.transform.position);
@ -104,16 +174,90 @@ public class CameraOperator : MonoBehaviour
maxYDistance = Abs(distance.y);
}
}
if (maxXDistance < Screen.width - Margin
&& maxYDistance < Screen.height - Margin)
}
private void AdjustZoom()
{
if (players.Count < 2)
{
if (transform.localPosition.z < InitialDistance + 0.1f)
transform.localPosition += new Vector3(0, 0, 0.1f);
return;
}
if (transform.localPosition.z > MaxDistance - 0.1f)
transform.localPosition -= new Vector3(0, 0, 0.1f);
float maxXPos = 0;
float maxYPos = 0;
float minXPos = -1;
float minYPos = -1;
foreach (GameObject player in players.Values)
{
var screenPos = cam.WorldToScreenPoint(player.transform.position);
if (minXPos == -1)
minXPos = screenPos.x;
if (minYPos == -1)
minYPos = screenPos.y;
if (screenPos.x < minXPos)
minXPos = screenPos.x;
if (screenPos.y < minYPos)
minYPos = screenPos.y;
if (screenPos.x > maxXPos)
maxXPos = screenPos.x;
if (screenPos.y > maxYPos)
maxYPos = screenPos.y;
}
if (maxXPos < Screen.width - ZoomInMargin
&& maxYPos < Screen.height - ZoomInMargin
&& minXPos > ZoomInMargin
&& minYPos > ZoomInMargin)
// Anti-Shake
// && (ZoomTriggerXDistance < maxXDistance - 3f
// || ZoomTriggerYDistance < maxYDistance - 3f))
{
if (transform.localPosition.z < InitialDistance)
{
Vector3 target = transform.localPosition + new Vector3(0, 0, MinZoomSpeed);
transform.localPosition =
Vector3.SmoothDamp(transform.localPosition, target, ref _currentZoomSpeed, 0.0003f);
}
return;
}
if (maxXPos > Screen.width - ZoomOutMargin
|| maxYPos > Screen.height - ZoomOutMargin
|| minXPos < ZoomOutMargin
|| minYPos < ZoomOutMargin)
{
if (transform.localPosition.z > MaxDistance)
{
Vector3 target = transform.localPosition - new Vector3(0, 0, MaxZoomSpeed);
transform.localPosition =
Vector3.SmoothDamp(transform.localPosition, target, ref _currentZoomSpeed, 0.0007f);
}
}
}
private void FollowPosition(Vector3 position)
{
Vector3 offset = position - transform.localPosition;
offset.z = 0;
Vector3 ignoreZ = new Vector3(transform.localPosition.x, transform.localPosition.y, 0);
if (offset.magnitude < 1)
{
return;
}
if (MaxFollowDistance != -1
&& ignoreZ.magnitude > MaxFollowDistance
&& (ignoreZ + offset).magnitude > ignoreZ.magnitude)
{
return;
}
transform.localPosition += offset / ((1 / Time.deltaTime) * (1 / FollowSpeed));
}
}

View File

@ -45,7 +45,8 @@ public class HitFeedbackTestObjectBehavior : MonoBehaviour
{
// Get and apply the current Gravity
currentGravity = forceManager.GetGravityForInstance(instanceID)(transform);
Transform gravitySource = forceManager.GetGravitySourceForInstance(instanceID);
currentGravity = forceManager.GetGravityForInstance(instanceID)(gravitySource, transform);
body.AddForce(currentGravity, ForceMode.Acceleration);

View File

@ -0,0 +1,16 @@
using UnityEngine;
public class LockRotation : MonoBehaviour
{
Quaternion initialRotation;
void Start()
{
initialRotation = transform.rotation;
}
void LateUpdate()
{
transform.rotation = initialRotation;
}
}

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@ -116,7 +116,7 @@ public class ManageableAudio : MonoBehaviour
/// <param name="destroyedAfter">Destroy the object after fade out?</param>
public void FadeOutAudio(float duration = 1, bool destroyedAfter = false)
{
if (IsUpdating)
if (IsUpdating || AudioSource.IsDestroyed())
{
return;
}

View File

@ -95,7 +95,7 @@ namespace Managers
foreach (Player p in players)
{
GameObject shipObject = Instantiate(p.character.shipObject);
GameObject shipObject = Instantiate(p.character.shipPrefab);
p.spawnedCharacter = shipObject;
shipObject.TryGetComponent(out Ship ship);
ship.state = new ShipHandling.ShipState();
@ -127,7 +127,7 @@ namespace Managers
var MatchArena = MatchManager.G.MatchArena;
List<Player> spawned = new List<Player>();
GameObject shipObject = Instantiate(player.character.shipObject);
GameObject shipObject = Instantiate(player.character.shipPrefab);
player.spawnedCharacter = shipObject;
shipObject.TryGetComponent(out Ship ship);
ship.state = new ShipHandling.ShipState();

View File

@ -62,7 +62,7 @@ namespace Managers
}
else
{
unassignedPlayers.Add(p.playerNumber, p);
unassignedPlayers.TryAdd(p.playerNumber, p);
}
}
StartControlSchemeDetection();

View File

@ -14,12 +14,13 @@ using UnityEngine.Networking;
/// <summary>
/// The available scenes in the order they are in the build settings.
/// </summary>
public enum Scenes
public enum SceneEnum
{
GameMangement,
MainMenu,
InGameUI,
Arena,
FreeFlyArena
}
namespace Managers
@ -57,8 +58,14 @@ namespace Managers
[SerializeField]
private GameObject startCamera;
[HideInInspector]
public SceneEnum CurrentScene = SceneEnum.GameMangement;
public bool IsTestRun = false;
public Scenes TestScene = Scenes.Arena;
public SceneEnum TestScene = SceneEnum.Arena;
public int TestSceneRule = 0;
public int TestSceneArena = 0;
public event EventHandler<SceneLoadEventArgs> CustomSceneLoaded;
@ -67,6 +74,7 @@ namespace Managers
G = this;
if (!IsTestRun) ShowStartScreen();
LogManager.ConfigureLogging();
//Application.targetFrameRate = 60;
Log.Info("Awake");
}
@ -164,8 +172,9 @@ namespace Managers
{
SceneManager.SetActiveScene(args.SceneRef);
startCamera.SetActive(false);
}, Scenes.MainMenu);
SceneManager.LoadSceneAsync((int)Scenes.MainMenu, LoadSceneMode.Additive);
CurrentScene = SceneEnum.MainMenu;
}, SceneEnum.MainMenu);
SceneManager.LoadSceneAsync((int)SceneEnum.MainMenu, LoadSceneMode.Additive);
Log.Info("Main menu scene loaded.");
}
@ -174,12 +183,13 @@ namespace Managers
/// and starting their appropriate processes.
/// </summary>
/// <param name="sceneId">Scene id of the chosen arena.</param>
public IEnumerator SetupLocalMatchFromMainMenu()
public IEnumerator SetupLocalMatchFromMainMenu(int ruleIndex, int arenaIndex)
{
MatchManager.LoadMatchRules(0);
MatchManager.LoadArenaProperties(0);
MatchManager.LoadMatchRules(ruleIndex);
MatchManager.LoadArenaProperties(arenaIndex);
MatchManager.AssignMatchObjects();
PlayerManager.LocalMatchJoinPlayers(MatchManager.ArenaProperties.minPlayerCount);
PlayerManager.LocalMatchJoinPlayers(MatchManager.ArenaProperties.minPlayerCount,
MatchManager.ArenaProperties.maxPlayerCount);
// TODO: This is in place of a character choosing menu etc.
foreach (Player p in PlayerManager.MatchPlayers)
{
@ -210,19 +220,21 @@ namespace Managers
/// </summary>
/// <param name="scene">The match scene which will be loaded</param>
/// <returns></returns>
public IEnumerator SetupTestMatch(Scenes scene)
public IEnumerator SetupTestMatch(SceneEnum scene)
{
yield return null;
SceneManager.LoadScene((int)scene, LoadSceneMode.Additive);
CurrentScene = scene;
yield return null;
SceneManager.LoadScene((int)Scenes.InGameUI, LoadSceneMode.Additive);
SceneManager.LoadScene((int)SceneEnum.InGameUI, LoadSceneMode.Additive);
yield return null;
SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex((int)scene));
yield return null;
MatchManager.LoadMatchRules(0);
MatchManager.LoadArenaProperties(0);
MatchManager.LoadMatchRules(TestSceneRule);
MatchManager.LoadArenaProperties(TestSceneArena);
MatchManager.AssignMatchObjects();
PlayerManager.LocalMatchJoinPlayers(MatchManager.ArenaProperties.minPlayerCount);
PlayerManager.LocalMatchJoinPlayers(MatchManager.ArenaProperties.minPlayerCount,
MatchManager.ArenaProperties.maxPlayerCount);
foreach (Player p in PlayerManager.MatchPlayers)
{
CharacterManager.AssignShipFixed(p);
@ -279,7 +291,7 @@ namespace Managers
/// <param name="func">The method which will be executed
/// once the scene is loaded.</param>
/// <param name="sceneEnum">The scene which will trigger the method when loaded.</param>
public void SingleUseSceneLoadedMethodCaller(CustomOnSceneLoaded method, Scenes sceneEnum)
public void SingleUseSceneLoadedMethodCaller(CustomOnSceneLoaded method, SceneEnum sceneEnum)
{
// This is used because SceneManager.sceneLoaded only passes ref and loadMode.
// I want add the sceneEnum to this, to check if the the sceneLoaded event
@ -354,14 +366,31 @@ namespace Managers
/// <param name="prefabList">List the loaded prefabs will be added to</param>
public static void LoadPrefabsFromBundle<T>(string name, in List<GameObject> prefabList)
{
var audioAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, name));
if (audioAssetBundle == null)
#if !UNITY_WEBGL
AssetBundle assetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, name));
#else
string uri = "file:///" + Application.dataPath + "/AssetBundles/" + name;
UnityWebRequest request
= UnityWebRequestAssetBundle.GetAssetBundle(uri, 0);
request.SendWebRequest();
while (!request.isDone)
{
// Yeah I know 🤡
// But I will explain myself:
// I want these resources loaded, they are required for the game to run at all.
// When using WebGL or running on Android, I cannot get AssetBundles from disk without
// UnityWebRequest. I would have to use addressables and that would be too much time cost
// right now!
}
AssetBundle assetBundle = DownloadHandlerAssetBundle.GetContent(request);
#endif
if (assetBundle == null)
{
Log.Error("Failed to load arenas asset bundle!");
return;
}
List<GameObject> gos = new List<GameObject>();
gos.AddRange(audioAssetBundle.LoadAllAssets<GameObject>());
gos.AddRange(assetBundle.LoadAllAssets<GameObject>());
foreach (GameObject go in gos)
{
@ -402,16 +431,31 @@ namespace Managers
/// </summary>
/// <param name="name">Name of the asset bundle</param>
/// <param name="prefabList">List the loaded prefabs will be added to</param>
public static void LoadAssetsFromBundle<T>(string name, in List<T> prefabList)
where T : UnityEngine.Object
public static void LoadAssetsFromBundle<T>(string name, in List<T> assetsList) where T : UnityEngine.Object
{
var arenasAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, name));
if (arenasAssetBundle == null)
#if !UNITY_WEBGL
var assetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, name));
#else
string uri = "file:///" + Application.dataPath + "/AssetBundles/" + name;
UnityWebRequest request
= UnityWebRequestAssetBundle.GetAssetBundle(uri, 0);
while (!request.isDone)
{
// Yeah I know 🤡
// But I will explain myself:
// I want these resources loaded, they are required for the game to run at all.
// When using WebGL or running on Android, I cannot get AssetBundles from disk without
// UnityWebRequest. I would have to use addressables and that would be too much time cost
// right now!
}
AssetBundle assetBundle = DownloadHandlerAssetBundle.GetContent(request);
#endif
if (assetBundle == null)
{
Log.Error("Failed to load arenas asset bundle!");
return;
}
prefabList.AddRange(arenasAssetBundle.LoadAllAssets<T>());
assetsList.AddRange(assetBundle.LoadAllAssets<T>());
}
}
@ -424,12 +468,12 @@ namespace Managers
public class SceneLoadEventArgs : EventArgs
{
public SceneLoadEventArgs(Scenes sceneEnum, Scene sceneRef)
public SceneLoadEventArgs(SceneEnum sceneEnum, Scene sceneRef)
{
SceneEnum = sceneEnum;
SceneRef = sceneRef;
}
public Scenes SceneEnum { get; set; }
public SceneEnum SceneEnum { get; set; }
public Scene SceneRef { get; set; }
}

View File

@ -8,8 +8,6 @@ using UnityEditor;
using UnityEngine;
using GameLogic;
using System.Threading.Tasks;
using System.Text.RegularExpressions;
using Unity.VisualScripting;
using System.Linq;
/// <summary>
@ -64,6 +62,7 @@ namespace Managers
public GameObject MatchArena;
public GameObject MatchCamera;
public SceneEnum MatchScene;
public event Action OnStartPressed;
/// <summary>
@ -149,7 +148,8 @@ namespace Managers
if (p.character.shipName == update.Ship.props.shipName)
{
updatedPlayer = p;
Log.Debug($"Players: {p.name} match statistic will be updated.");
Log.Debug($"Players: {p.playerName}'s match statistic will be updated.");
break;
}
}
if (updatedPlayer == null)
@ -168,13 +168,27 @@ namespace Managers
{
Log.Info("Match has ended, winner will be declared.");
AnnounceMatchWinner(CurrentMatchResult);
return;
}
else
if (CurrentMatchResult.IsRoundWon)
{
Log.Info($"Round {CurrentMatchResult.RoundsPlayed} of {MatchRule.rounds} has ended." +
$"{CurrentMatchResult.Winner?.playerName} won this round.");
AnnounceRoundWinner(CurrentMatchResult);
}
else
{
foreach (var mps in MatchPlayerStatistics)
{
if (mps.Value.IsOut)
{
MatchCamera.GetComponent<CameraOperator>().RemoveCharacter(mps.Key.spawnedCharacter);
mps.Key.spawnedCharacter.TryGetComponent(out Ship ship);
ship.state.IsFrozen = true;
ship.boostUI.SetIsOut(mps.Key);
}
}
}
}
@ -255,12 +269,12 @@ namespace Managers
await Tween.Delay(2f * 0.66f);
UIManager.G.ShowMatchEndMenu(MatchArena.transform);
MatchCamera.SetActive(false);
MatchCamera.GetComponent<Camera>().enabled = false;
}
async public void StartRematch()
{
MatchCamera.SetActive(true);
MatchCamera.GetComponent<Camera>().enabled = true;
ResetMatch();
UIManager.G.Announcments.QueueAnnounceText("Starting rematch.", 0.3f);
@ -278,9 +292,10 @@ namespace Managers
async public void AnnounceRoundWinner(GameResult mr)
{
var winnerStats = MatchPlayerStatistics[mr.Winner];
// TODO: Confusing
UIManager.G.Announcments.QueueAnnounceText($"{mr.Winner.playerName}" +
" has won the Round! \n" +
$"They won {winnerStats.RoundsWon} out of {MatchRule.rounds}.",
$"They won {winnerStats.RoundsWon} rounds \n need {MatchRule.rounds} to win.",
3f);
await Tween.Delay(3f * 0.33f);
@ -388,7 +403,7 @@ namespace Managers
{
ContinueMatch();
UIManager.G.HidePauseMenu();
MatchCamera.SetActive(true);
MatchCamera.GetComponent<Camera>().enabled = true;
return;
}
if (matchState != MatchState.Match)
@ -397,8 +412,8 @@ namespace Managers
return;
}
matchState = MatchState.Pause;
UIManager.G.ShowPauseMenu(MatchArena.transform);
MatchCamera.SetActive(false);
UIManager.G.ShowPauseMenu(MatchCamera.transform);
MatchCamera.GetComponent<Camera>().enabled = false;
}
async private void ContinueMatch()
@ -428,6 +443,10 @@ namespace Managers
shipGO.TryGetComponent(out Ship ship);
shipGO.TryGetComponent(out Rigidbody body);
ship.boostUI.SetIsIn(mp);
MatchCamera.GetComponent<CameraOperator>().AddCharacter(shipGO);
ship.state.IsFrozen = false;
ship.state.boostCapacity = ship.props.maxBoostCapacity;
body.velocity = Vector3.zero;

View File

@ -1,14 +1,9 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices.WindowsRuntime;
using System.Xml.Serialization;
using log4net;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Video;
namespace Managers
{
@ -51,7 +46,7 @@ namespace Managers
/// add them to the player list.
/// </summary>
/// <param name="minPlayers">Minimum number of players</param>
public void LocalMatchJoinPlayers(int minPlayers)
public void LocalMatchJoinPlayers(int minPlayers, int maxPlayers)
{
if (MatchPlayers.Count < minPlayers)
{
@ -60,6 +55,10 @@ namespace Managers
CreateLocalPlayer(i + 1);
}
}
if (MatchPlayers.Count > maxPlayers)
{
MatchPlayers.RemoveRange(maxPlayers, MatchPlayers.Count - maxPlayers);
}
}
/// <summary>
@ -101,7 +100,7 @@ namespace Managers
public void OnPlayerJoined(PlayerInput pi)
{
cameraOperator.AddPlayer(pi.gameObject);
cameraOperator.AddCharacter(pi.gameObject);
}
}

View File

@ -107,9 +107,10 @@ namespace Managers
Ship s = p.spawnedCharacter.GetComponent<Ship>();
s.boostUI = hUD.boostCapacities[p.playerNumber - 1].GetComponent<BoostCapacityUI>();
s.boostUI.SetPlayerName(p);
hUD.boostCapacities[p.playerNumber - 1].gameObject.SetActive(true);
s.boostUI.gameObject.SetActive(true);
}
MatchMusic = AudioManager.G.GetGlobalSound("match_music", 1, true);
// TODO: This belongs somewhere?
MatchMusic = AudioManager.G.GetGlobalSoundRandom("match_music", true);
MatchMusic.PlayAudio(true);
}

View File

@ -80,7 +80,6 @@ namespace GameLogic
public void UpdateGameResult(Dictionary<Player, MatchPlayerStatistic> mps, MatchRule rules)
{
int outPlayers = mps.Count(p => p.Value.IsOut);
// TODO: blatant error here right now
if (outPlayers == mps.Count - 1)
{
Winner = mps.First(p => p.Value.IsOut != true).Key;
@ -96,7 +95,7 @@ namespace GameLogic
foreach (Player p in mps.Keys)
{
if (mps[p].RoundsWon > rules.rounds / 2)
if (mps[p].RoundsWon == rules.rounds)
{
IsMatchWon = true;
Winner = p;
@ -105,17 +104,13 @@ namespace GameLogic
}
}
if (RoundsPlayed == rules.rounds)
if (IsRoundWon)
{
IsMatchWon = true;
Winner = mps.Aggregate((p1, p2) =>
p1.Value.RoundsWon > p2.Value.RoundsWon ? p1 : p2).Key;
Opponents = mps.Keys.Where(player => player != Winner).ToList();
return;
}
foreach (var statistic in mps.Values)
{
statistic.IsOut = false;
foreach (var statistic in mps.Values)
{
statistic.IsOut = false;
}
}
}
}

View File

@ -7,12 +7,11 @@ using UnityEngine.UI;
/// </summary>
public class BoostCapacityUI : MonoBehaviour
{
public Color goodColor = Color.green;
public Color criticalColor = Color.red;
[SerializeField] private int playerNumber = 0;
[SerializeField] private Image fillImage;
[SerializeField] private Sprite fillSpriteGood;
[SerializeField] private Sprite fillSpriteWarn;
[SerializeField] private TextMeshProUGUI hint;
private float minBoostRatio = 0.3f;
private float minBoostRatio = 0.5f;
/// <summary>
/// Ratio of capacity to max capacity under which the
@ -26,7 +25,18 @@ public class BoostCapacityUI : MonoBehaviour
public void SetPlayerName(Player p)
{
hint.SetText($"{p.character.shipName} \n {p.playerName}");
hint.SetText($"{p.playerName}\n{p.character.shipName}");
}
public void SetIsOut(Player p)
{
hint.SetText($"{p.playerName}\nOUT!");
UpdateFill(0);
}
public void SetIsIn(Player p)
{
SetPlayerName(p);
//UpdateFill(1);
}
/// <summary>
@ -36,13 +46,13 @@ public class BoostCapacityUI : MonoBehaviour
public void UpdateFill(float fill)
{
fillImage.fillAmount = fill;
if (fillImage.fillAmount <= minBoostRatio)
if (fill <= minBoostRatio)
{
fillImage.color = criticalColor;
fillImage.sprite = fillSpriteWarn;
}
else
{
fillImage.color = goodColor;
fillImage.sprite = fillSpriteGood;
}
}
}

View File

@ -12,6 +12,7 @@ public class JoinPrompt : MonoBehaviour
public void PromptInput(Player player)
{
this.player = player;
textMesh.text = $"{player.playerName} \n \n To join press\n any button";
ControlsManager.G.PlayerControlAssigned +=
(o, playerControl) => PromptFinished(playerControl);
}

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Reflection;
using log4net;
using Managers;
using PrimeTween;
using SlimUI.ModernMenu;
using UnityEngine;
using UnityEngine.EventSystems;
@ -29,12 +30,25 @@ public class MatchEndMenu : MonoBehaviour
public void Show(Transform transform)
{
gameObject.transform.position = transform.position;
gameObject.transform.rotation = transform.rotation;
gameObject.transform.SetPositionAndRotation(
transform.position,
transform.rotation);
Canvas.enabled = true;
Camera.transform.position = MatchManager.G.MatchCamera.transform.position;
Camera.transform.rotation = MatchManager.G.MatchCamera.transform.rotation;
Vector3 centeredPosition = Camera.transform.position;
Quaternion centeredRotation = Camera.transform.rotation;
Camera.transform.SetPositionAndRotation(
MatchManager.G.MatchCamera.transform.position,
MatchManager.G.MatchCamera.transform.rotation);
Camera.SetActive(true);
Sequence.Create()
.Group(Tween.Position(Camera.transform, centeredPosition, 1f))
.Group(Tween.Rotation(Camera.transform, centeredRotation, 1f));
UIEventSystem.SetActive(true);
MenuButtons.SetActive(true);
eventSystem.SetSelectedGameObject(FocusButtonRematch, null);
@ -50,6 +64,7 @@ public class MatchEndMenu : MonoBehaviour
public void OnRematch()
{
MatchManager.G.StartRematch();
UIManager.G.hUD?.Show();
Hide();
}
@ -62,13 +77,14 @@ public class MatchEndMenu : MonoBehaviour
private IEnumerator StartSceneTransition()
{
Canvas.enabled = false;
SceneManager.LoadScene((int)Scenes.MainMenu, LoadSceneMode.Additive);
SceneManager.LoadScene((int)SceneEnum.MainMenu, LoadSceneMode.Additive);
yield return new WaitForSeconds(0.2f);
GameObject menu = GameObject.Find("Main Menu Camera");
if (menu != null && menu.TryGetComponent(out SlimUIMainMenu menuScript))
{
UIManager.G.HideHUD();
menuScript.MenuTransition(Camera.GetComponent<Camera>().transform);
menuScript.MenuTransition(Camera.GetComponent<Camera>().transform,
GameManager.G.CurrentScene);
}
else
{

View File

@ -31,11 +31,10 @@ public class PauseMenu : MonoBehaviour
public void Show(Transform transform)
{
gameObject.transform.position = transform.position;
gameObject.transform.rotation = transform.rotation;
gameObject.transform.SetPositionAndRotation(
transform.position,
transform.rotation);
Canvas.enabled = true;
Camera.transform.position = MatchManager.G.MatchCamera.transform.position;
Camera.transform.rotation = MatchManager.G.MatchCamera.transform.rotation;
Camera.SetActive(true);
UIEventSystem.SetActive(true);
PauseMenuButtons.SetActive(true);
@ -64,13 +63,14 @@ public class PauseMenu : MonoBehaviour
private IEnumerator StartSceneTransition()
{
Canvas.enabled = false;
SceneManager.LoadScene((int)Scenes.MainMenu, LoadSceneMode.Additive);
SceneManager.LoadScene((int)SceneEnum.MainMenu, LoadSceneMode.Additive);
yield return new WaitForSeconds(0.2f);
GameObject menu = GameObject.Find("Main Menu Camera");
if (menu != null && menu.TryGetComponent(out SlimUIMainMenu menuScript))
{
UIManager.G.HideHUD();
menuScript.MenuTransition(Camera.GetComponent<Camera>().transform);
menuScript.MenuTransition(Camera.GetComponent<Camera>().transform,
GameManager.G.CurrentScene);
}
else
{

View File

@ -103,8 +103,6 @@ Shader "CustomShaders/GlossyPBRRipples" {
half _ClearCoatSmoothness;
CBUFFER_END
// This section has the definitions for spawning multiple ripples on the surface.
// The maximum is hard set to five right now.
half _ShaderTime;
half _SpikeEase(half x){
@ -141,8 +139,11 @@ Shader "CustomShaders/GlossyPBRRipples" {
Name "ForwardLit"
Tags { "LightMode"="UniversalForward"
"RenderType" = "Transparent"
"Queue"="Transparent"
"Queue"="Transparent"
}
ZTest LEqual
ZWrite Off
Blend One OneMinusSrcAlpha
@ -288,7 +289,7 @@ Shader "CustomShaders/GlossyPBRRipples" {
_RippleAmplitudes[i],
_RippleStartTimes[i],
_RippleDurations[i]);
IN.positionOS.xyz += IN.normalOS * ripple_displacement;
IN.positionOS += IN.normalOS * ripple_displacement;
#if _MANUAL_RIPPLE
ripple_displacement += _ComputeManualRipple(IN.positionOS.xyz,
@ -298,7 +299,7 @@ Shader "CustomShaders/GlossyPBRRipples" {
_ManualRippleDensity,
_ManualRippleAmplitude,
_ManualRippleAnim);
IN.positionOS.xyz += IN.normalOS * ripple_displacement;
IN.positionOS += IN.normalOS * ripple_displacement;
#endif
// if _TestRipple

View File

@ -1,11 +1,12 @@
fileFormatVersion: 2
guid: 3675d0c3c874f6b479bab57eb7e68c90
timeCreated: 1513181457
licenseType: Store
TextureImporter:
fileIDToRecycleName:
8900000: generatedCubemap
serializedVersion: 4
internalIDToNameTable:
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89: 8900000
second: generatedCubemap
externalObjects: {}
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
@ -13,6 +14,8 @@ TextureImporter:
linearTexture: 0
fadeOut: 0
borderMipMap: 0
mipMapsPreserveCoverage: 0
alphaTestReferenceValue: 0.5
mipMapFadeDistanceStart: 1
mipMapFadeDistanceEnd: 3
bumpmap:
@ -20,7 +23,12 @@ TextureImporter:
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
@ -28,10 +36,13 @@ TextureImporter:
textureFormat: 1
maxTextureSize: 2048
textureSettings:
filterMode: -1
aniso: -1
mipBias: -1
wrapMode: -1
serializedVersion: 2
filterMode: 1
aniso: 1
mipBias: 0
wrapU: 0
wrapV: 0
wrapW: 0
nPOTScale: 1
lightmap: 0
compressionQuality: 50
@ -40,38 +51,93 @@ TextureImporter:
spriteMeshType: 1
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 0
spriteTessellationDetail: -1
textureType: 0
textureShape: 2
singleChannelComponent: 0
flipbookRows: 1
flipbookColumns: 1
maxTextureSizeSet: 0
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 1
swizzle: 50462976
cookieLightType: 2
platformSettings:
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buildTarget: DefaultTexturePlatform
maxTextureSize: 4096
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
- buildTarget: Standalone
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: WebGL
maxTextureSize: 2048
resizeAlgorithm: 0
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textureCompression: 1
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crunchedCompression: 0
allowsAlphaSplitting: 0
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androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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maxTextureSize: 2048
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crunchedCompression: 0
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outline: []
spritePackingTag:
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bones: []
spriteID:
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vertices: []
indices:
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weights: []
secondaryTextures: []
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@ -9,12 +86,18 @@ AnimatorController:
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@ -81,7 +81,7 @@ MonoBehaviour:
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m_text:
m_text: Local Match (2v2)
m_isRightToLeft: 0
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@ -108,7 +108,7 @@ MonoBehaviour:
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m_fontSizeBase: 36
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@ -15,10 +15,12 @@ namespace SlimUI.ModernMenu
public class SlimUIMainMenu : MonoBehaviour
{
private static readonly ILog Log = LogManager.GetLogger(typeof(SlimUIMainMenu));
private Animator CameraObject;
private Animator CameraAnimator;
private event EventHandler<SceneLoadEventArgs> CustomSceneLoaded;
private GameManager GM;
private ManageableAudio MainMenuMusic;
private int RuleIndex;
private int ArenaIndex;
// campaign button sub menu
[Header("MENUS")]
@ -90,6 +92,10 @@ namespace SlimUI.ModernMenu
[Tooltip("The GameObject holding the Audio Source component for the SWOOSH SOUND when switching to the Settings Screen")]
public AudioSource swooshSound;
[Header("VFX")]
[Tooltip("Particle system for volumetric stars in the main menu")]
public GameObject starParticles;
void Awake()
{
SceneManager.activeSceneChanged += CameraOnSceneActive;
@ -98,7 +104,8 @@ namespace SlimUI.ModernMenu
void Start()
{
GM = GameManager.G;
CameraObject = transform.GetComponent<Animator>();
CameraAnimator = transform.GetComponent<Animator>();
CameraAnimator.Play("MenuCamIdle");
playMenu.SetActive(false);
exitMenu.SetActive(false);
if (extrasMenu) extrasMenu.SetActive(false);
@ -156,6 +163,20 @@ namespace SlimUI.ModernMenu
exitMenu.SetActive(false);
}
public void Local1v1MatchButtonClick()
{
LoadLocalMatch(3, 0, 0);
}
public void Local2v2MatchButtonClick()
{
LoadLocalMatch(3, 0, 1);
}
public void LocalFreeFlightButtonClick()
{
LoadLocalMatch(4, 1, 2);
}
/// <summary>
/// Currently starts loading a scene from the availabe scene enums,
/// asynchronously.
@ -164,16 +185,19 @@ namespace SlimUI.ModernMenu
/// the match start routine in the GameManager.
/// </summary>
/// <param name="sceneId">The scene id which will be loaded (see Scenes enum)</param>
public void LoadLocalScene(int sceneId)
public void LoadLocalMatch(int sceneId, int ruleIndex, int arenaIndex)
{
RuleIndex = ruleIndex;
ArenaIndex = arenaIndex;
if (GM != null)
{
if (((Scenes)sceneId).ToString() == "Arena")
// Playable scenes come after ID 3 in the build order
if (sceneId >= 3)
{
GM.SingleUseSceneLoadedMethodCaller(LocalArenaTransition, Scenes.Arena);
GM.SingleUseSceneLoadedMethodCaller(LocalArenaTransition, (SceneEnum)sceneId);
}
}
StartCoroutine(LoadAsynchronously((Scenes)sceneId));
LoadAsynchronously((SceneEnum)sceneId);
}
/// <summary>
@ -188,12 +212,12 @@ namespace SlimUI.ModernMenu
{
if (GM != null)
{
if (((Scenes)sceneId).ToString() == "Arena")
if (sceneId >= 3)
{
GM.SingleUseSceneLoadedMethodCaller(OnlineArenaTransition, Scenes.Arena);
GM.SingleUseSceneLoadedMethodCaller(OnlineArenaTransition, (SceneEnum)sceneId);
}
}
StartCoroutine(LoadAsynchronously((Scenes)sceneId));
LoadAsynchronously((SceneEnum)sceneId);
}
/// <summary>
@ -205,7 +229,9 @@ namespace SlimUI.ModernMenu
private void LocalArenaTransition(SceneLoadEventArgs args)
{
SceneManager.SetActiveScene(args.SceneRef);
GameManager.G.CurrentScene = args.SceneEnum;
Log.Info("Camera will fly to scene: " + args.SceneRef.name);
starParticles.SetActive(false);
GameObject target = GameObject.Find("Match Camera");
if (target != null)
{
@ -245,7 +271,9 @@ namespace SlimUI.ModernMenu
private void OnlineArenaTransition(SceneLoadEventArgs args)
{
SceneManager.SetActiveScene(args.SceneRef);
GameManager.G.CurrentScene = args.SceneEnum;
Log.Info("Camera will fly to scene: " + args.SceneRef.name);
starParticles.SetActive(false);
GameObject target = GameObject.Find("Match Camera");
if (target != null)
{
@ -280,9 +308,9 @@ namespace SlimUI.ModernMenu
/// Defines a delegate which animates a camera flight and
/// gives it to the game manager to execute once the scene is loaded.
/// </summary>
/// <param name="sceneEnum">The scene which when loaded triggers the event +
/// delegate execution</param>
public void MenuTransition(Transform cameraTransform)
/// <param name="cameraTransform">The camera which will fly the transition </param>
/// <param name="unloadScene">The scene which is unloaded after the transition</param>
public void MenuTransition(Transform cameraTransform, SceneEnum unloadScene)
{
Log.Info("Camera will fly to the main menu scene");
optionsCanvas.SetActive(false);
@ -294,10 +322,10 @@ namespace SlimUI.ModernMenu
.Group(Tween.Rotation(cameraTransform, target.transform.rotation, 2f))
.ChainCallback(() =>
{
SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex((int)Scenes.MainMenu));
SceneManager.SetActiveScene(SceneManager.GetSceneByBuildIndex((int)SceneEnum.MainMenu));
optionsCanvas.SetActive(true);
SceneManager.UnloadSceneAsync((int)Scenes.InGameUI);
SceneManager.UnloadSceneAsync((int)Scenes.Arena);
SceneManager.UnloadSceneAsync((int)SceneEnum.InGameUI);
SceneManager.UnloadSceneAsync((int)unloadScene);
});
}
else
@ -315,7 +343,7 @@ namespace SlimUI.ModernMenu
private IEnumerator SwitchToLocalInGameScene()
{
MainMenuMusic.FadeOutAudio(2, true);
AsyncOperation o = SceneManager.LoadSceneAsync((int)Scenes.InGameUI,
AsyncOperation o = SceneManager.LoadSceneAsync((int)SceneEnum.InGameUI,
LoadSceneMode.Additive);
while (!o.isDone)
@ -323,8 +351,8 @@ namespace SlimUI.ModernMenu
yield return false;
}
yield return new WaitForSeconds(0.1f);
yield return StartCoroutine(GM.SetupLocalMatchFromMainMenu());
SceneManager.UnloadSceneAsync((int)Scenes.MainMenu);
yield return StartCoroutine(GM.SetupLocalMatchFromMainMenu(RuleIndex, ArenaIndex));
SceneManager.UnloadSceneAsync((int)SceneEnum.MainMenu);
}
/// <summary>
@ -336,7 +364,7 @@ namespace SlimUI.ModernMenu
private IEnumerator SwitchToOnlineInGameScene()
{
MainMenuMusic.FadeOutAudio(2, true);
AsyncOperation o = SceneManager.LoadSceneAsync((int)Scenes.InGameUI,
AsyncOperation o = SceneManager.LoadSceneAsync((int)SceneEnum.InGameUI,
LoadSceneMode.Additive);
while (!o.isDone)
@ -345,23 +373,28 @@ namespace SlimUI.ModernMenu
}
yield return new WaitForSeconds(0.1f);
yield return StartCoroutine(GM.SetupOnlineMatchFromMainMenu());
SceneManager.UnloadSceneAsync((int)Scenes.MainMenu);
SceneManager.UnloadSceneAsync((int)SceneEnum.MainMenu);
}
public void DisablePlayCampaign()
{
playMenu.SetActive(false);
}
public void Position3()
{
DisablePlayCampaign();
CameraAnimator.Play("FlyToLobby");
}
public void Position2()
{
DisablePlayCampaign();
CameraObject.SetFloat("Animate", 1);
CameraAnimator.Play("FlyToSettings");
}
public void Position1()
{
CameraObject.SetFloat("Animate", 0);
CameraAnimator.SetTrigger("BackToIdleTrigger");
}
void DisablePanels()
@ -484,7 +517,7 @@ namespace SlimUI.ModernMenu
}
// Load Bar syncing animation
IEnumerator LoadAsynchronously(Scenes sceneEnum)
async void LoadAsynchronously(SceneEnum sceneEnum)
{
AsyncOperation operation = SceneManager.LoadSceneAsync((int)sceneEnum,
LoadSceneMode.Additive);
@ -499,10 +532,10 @@ namespace SlimUI.ModernMenu
loadProgressText.text = "Loading " + math.round(normProgress * 100).ToString() + "%";
if (progress >= 0.85f)
{
yield return Tween.Delay(0.5f).ToYieldInstruction();
await Tween.Delay(0.5f);
operation.allowSceneActivation = true;
}
yield return Tween.Delay(0.04f).ToYieldInstruction();
await Tween.Delay(0.04f);
}
while (!operation.isDone);
}
@ -514,7 +547,7 @@ namespace SlimUI.ModernMenu
/// <param name="newScene">Newly active scene</param>
private void CameraOnSceneActive(Scene oldScene, Scene newScene)
{
if (newScene == SceneManager.GetSceneByBuildIndex((int)Scenes.MainMenu))
if (newScene == SceneManager.GetSceneByBuildIndex((int)SceneEnum.MainMenu))
{
if (gameObject.TryGetComponent(out Camera camera))
{

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@ -19,7 +19,7 @@ PhysicsManager:
m_ClothInterCollisionStiffness: 0
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@ -17,6 +17,9 @@ EditorBuildSettings:
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@ -38,7 +38,7 @@ Physics2DSettings:
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