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ExampleGameSession.cs
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ExampleGameSession.cs
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using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.XR.iOS;
public enum GameState
{
Offline,
Connecting,
Lobby,
Countdown,
SendLocationSync,
WaitForLocationSync,
WaitingForRolls,
Scoring,
GameOver
}
public class ExampleGameSession : NetworkBehaviour
{
public Text gameStateField;
public Text gameRulesField;
public static ExampleGameSession instance;
ExampleListener networkListener;
List<ExamplePlayerScript> players;
string specialMessage = "";
private NetworkTransmitter _networkTransmitter;
private ExampleARSessionManager _arSessionManager;
[SyncVar]
public GameState gameState;
[SyncVar]
public string message = "";
public void OnDestroy()
{
if (gameStateField != null) {
gameStateField.text = "";
gameStateField.gameObject.SetActive(false);
}
if (gameRulesField != null) {
gameRulesField.gameObject.SetActive(false);
}
}
[Server]
public override void OnStartServer()
{
networkListener = FindObjectOfType<ExampleListener>();
_arSessionManager = FindObjectOfType<ExampleARSessionManager> ();
gameState = GameState.Connecting;
}
[Server]
public void OnStartGame(List<CaptainsMessPlayer> aStartingPlayers)
{
players = aStartingPlayers.Select(p => p as ExamplePlayerScript).ToList();
RpcOnStartedGame();
foreach (ExamplePlayerScript p in players) {
p.RpcOnStartedGame();
p.locationSynced = false;
}
StartCoroutine(RunGame());
}
[Server]
public void OnAbortGame()
{
RpcOnAbortedGame();
}
[Client]
public override void OnStartClient()
{
if (instance) {
Debug.LogError("ERROR: Another GameSession!");
}
instance = this;
networkListener = FindObjectOfType<ExampleListener>();
networkListener.gameSession = this;
_networkTransmitter = GetComponent<NetworkTransmitter> ();
if (gameState != GameState.Lobby) {
gameState = GameState.Lobby;
}
}
[Command]
public void CmdSendWorldMap()
{
ARWorldMap arWorldMap = _arSessionManager.GetSavedWorldMap ();
StartCoroutine(_networkTransmitter.SendBytesToClientsRoutine(0, arWorldMap.SerializeToByteArray()));
}
[Client]
private void OnDataComepletelyReceived(int transmissionId, byte[] data)
{
CaptainsMessNetworkManager networkManager = NetworkManager.singleton as CaptainsMessNetworkManager;
ExamplePlayerScript p = networkManager.localPlayer as ExamplePlayerScript;
if (p != null)
{
//deserialize data and relocalize
StartCoroutine (p.RelocateDevice (data));
}
}
//on clients this will be called every time a chunk (fragment of complete data) has been received
[Client]
private void OnDataFragmentReceived(int transmissionId, byte[] data)
{
//update a progress bar or do something else with the information
}
public void OnJoinedLobby()
{
gameState = GameState.Lobby;
}
public void OnLeftLobby()
{
gameState = GameState.Offline;
}
public void OnCountdownStarted()
{
gameState = GameState.Countdown;
}
public void OnCountdownCancelled()
{
gameState = GameState.Lobby;
}
[Server]
IEnumerator RunGame()
{
// Reset game
foreach (ExamplePlayerScript p in players) {
p.totalPoints = 0;
}
gameState = GameState.WaitForLocationSync;
while (!AllPlayersHaveSyncedLocation ()) {
yield return null;
}
while (MaxScore() < 3)
{
// Reset rolls
foreach (ExamplePlayerScript p in players) {
p.rollResult = 0;
}
// Wait for all players to roll
gameState = GameState.WaitingForRolls;
while (!AllPlayersHaveRolled()) {
yield return null;
}
// Award point to winner
gameState = GameState.Scoring;
List<ExamplePlayerScript> scoringPlayers = PlayersWithHighestRoll();
if (scoringPlayers.Count == 1)
{
scoringPlayers[0].totalPoints += 1;
specialMessage = scoringPlayers[0].deviceName + " scores 1 point!";
}
else
{
specialMessage = "TIE! No points awarded.";
}
yield return new WaitForSeconds(2);
specialMessage = "";
}
// Declare winner!
specialMessage = PlayerWithHighestScore().deviceName + " WINS!";
yield return new WaitForSeconds(3);
specialMessage = "";
// Game over
gameState = GameState.GameOver;
}
[Server]
bool AllPlayersHaveRolled()
{
return players.All(p => p.rollResult > 0);
}
[Server]
bool AllPlayersHaveSyncedLocation()
{
return players.All(p => p.locationSynced);
}
[Server]
List<ExamplePlayerScript> PlayersWithHighestRoll()
{
int highestRoll = players.Max(p => p.rollResult);
return players.Where(p => p.rollResult == highestRoll).ToList();
}
[Server]
int MaxScore()
{
return players.Max(p => p.totalPoints);
}
[Server]
ExamplePlayerScript PlayerWithHighestScore()
{
int highestScore = players.Max(p => p.totalPoints);
return players.Where(p => p.totalPoints == highestScore).First();
}
[Server]
public void PlayAgain()
{
StartCoroutine(RunGame());
}
void Update()
{
if (isServer)
{
if (gameState == GameState.Countdown)
{
message = "Game Starting in " + Mathf.Ceil(networkListener.mess.CountdownTimer()) + "...";
}
else if (specialMessage != "")
{
message = specialMessage;
}
else
{
if (gameState == GameState.WaitingForRolls)
{
message = "";
}
else
{
message = gameState.ToString();
}
}
}
gameStateField.text = message;
}
// Client RPCs
[ClientRpc]
public void RpcOnStartedGame()
{
_networkTransmitter = GetComponent<NetworkTransmitter>();
_networkTransmitter.OnDataCompletelyReceived += OnDataComepletelyReceived;
_networkTransmitter.OnDataFragmentReceived += OnDataFragmentReceived;
//gameRulesField.gameObject.SetActive(true);
}
[ClientRpc]
public void RpcOnAbortedGame()
{
gameRulesField.gameObject.SetActive(false);
}
}