Esempio n. 1
0
        public void Update()
        {
            if (state == LOBBY_STATE.START)
            {
                if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_H))
                {
                    state = LOBBY_STATE.HOST;
                    GameManager.SetAsServer();

                    NetPeerConfiguration config = new NetPeerConfiguration("Connected Test");
                    config.AcceptIncomingConnections = true;
                    config.MaximumConnections        = 100;
                    config.EnableMessageType(NetIncomingMessageType.DiscoveryRequest);
                    config.Port = 14240;

                    //server = new NetPeer(config);
                    //server.Start();

                    MyServer.Instance.Setup(config);
                }
            }
            else if (state == LOBBY_STATE.HOST)
            {
                if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_SPACE))
                {
                    GameStateMessage msg1 = new GameStateMessage(SEND_TYPE.LOCAL, GAME_STATE.PLAY);
                    GameStateMessage msg2 = new GameStateMessage(SEND_TYPE.NETWORKED, GAME_STATE.PLAY);

                    InputQueue.AddToQueue(msg1);
                    InputQueue.AddToQueue(msg2);
                }
            }
        }
Esempio n. 2
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        public void Update()
        {
            if (state == LOBBY_STATE.START)
            {
                if (Azul.Input.GetKeyState(Azul.AZUL_KEY.KEY_J))
                {
                    state = LOBBY_STATE.CLIENT;

                    // GameManager.SetAsClient();

                    NetPeerConfiguration config = new NetPeerConfiguration("Connected Test");
                    config.AutoFlushSendQueue = false;
                    config.EnableMessageType(NetIncomingMessageType.DiscoveryResponse);

                    MyClient.Instance.Setup(config);
                    //client = new NetClient(config);
                    //client.Start();
                    //isConnected = false;
                }
            }

            else if (state == LOBBY_STATE.CLIENT)
            {
                MyClient.Instance.Update();
            }
        }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        //!Checking if the state is in the lobby for player
        if (lobbyState == LOBBY_STATE.LOBBY)
        {
            //! Activating which pointer based on the current selection for player
            switch (choice)
            {
            case 1:
                if (selection[0].gameObject.activeInHierarchy != true)
                {
                    selection[0].gameObject.SetActive(true);
                    selection[1].gameObject.SetActive(true);
                }
                if (selection[2].gameObject.activeInHierarchy == true)
                {
                    selection[2].gameObject.SetActive(false);
                    selection[3].gameObject.SetActive(false);
                }
                if (selection[4].gameObject.activeInHierarchy == true)
                {
                    selection[4].gameObject.SetActive(false);
                    selection[5].gameObject.SetActive(false);
                }
                break;

            case 2:
                if (selection[2].gameObject.activeInHierarchy != true)
                {
                    selection[2].gameObject.SetActive(true);
                    selection[3].gameObject.SetActive(true);
                }
                if (selection[4].gameObject.activeInHierarchy != false)
                {
                    selection[4].gameObject.SetActive(false);
                    selection[5].gameObject.SetActive(false);
                }
                if (selection[0].gameObject.activeInHierarchy != false)
                {
                    selection[0].gameObject.SetActive(false);
                    selection[1].gameObject.SetActive(false);
                }
                break;

            case 3:
                if (selection[4].gameObject.activeInHierarchy != true)
                {
                    selection[4].gameObject.SetActive(true);
                    selection[5].gameObject.SetActive(true);
                }
                if (selection[0].gameObject.activeInHierarchy != false)
                {
                    selection[0].gameObject.SetActive(false);
                    selection[1].gameObject.SetActive(false);
                }
                if (selection[2].gameObject.activeInHierarchy == true)
                {
                    selection[2].gameObject.SetActive(false);
                    selection[3].gameObject.SetActive(false);
                }
                break;
            }

            //! Control to change selection for player
            if (Input.GetButtonUp(playerButton))
            {
                choice++;
                if (choice > 3)
                {
                    choice = 1;
                }
            }

            //! Converting the hold timer into percentage so that can reflect with the image fill amount
            timerInPercentage = holdTimer / requiredTimer;

            //! Reflecting the timerInPercentage with the image fill amount based on current selection
            switch (choice)
            {
            case 1:
                //! Set the other as 0
                selection[5].fillAmount = 0;
                selection[3].fillAmount = 0;
                selection[1].fillAmount = timerInPercentage;
                break;

            case 2:
                selection[1].fillAmount = 0;
                selection[5].fillAmount = 0;
                selection[3].fillAmount = timerInPercentage;
                break;

            case 3:
                selection[1].fillAmount = 0;
                selection[3].fillAmount = 0;
                selection[5].fillAmount = timerInPercentage;
                break;
            }

            //! Control for selecting options for player
            if (Input.GetButton(playerButton))
            {
                holdTimer += Time.deltaTime;
            }
            //! When let go / chose another seleection
            if (Input.GetButtonUp(playerButton))
            {
                holdTimer = 0;
            }

            //! Checking for selection for player
            //!Check if the pointer image is filled to the max
            if (timerInPercentage >= 1)
            {
                if (choice == 1)
                {
                    //! Deactivate the lobby canvas and activate the character selection canvas
                    lobbyCanvas.gameObject.SetActive(false);
                    characterSelectionCanvas.gameObject.SetActive(true);
                    holdTimer  = 0f;
                    lobbyState = LOBBY_STATE.CHARACTER_SELECTION;
                }
                else if (choice == 2)
                {
                    //! Check if character is selected
                    if (isCharacterSelected)
                    {
                        //! Ready to start game
                        statusText.color = Color.green;
                        statusText.text  = playerName + " is ready";
                        isReady          = true;
                    }

                    //! When character is not selected / image is null
                    if (lobbyCanvas.transform.GetChild(1).GetComponent <Image>().sprite == null)
                    {
                        statusText.color = Color.red;
                        statusText.text  = "You must first selec a character to play as";
                    }
                }
                else if (choice == 3)
                {
                    holdTimer = 0;
                    UnityEngine.SceneManagement.SceneManager.LoadScene(0);
                }
                holdTimer = 0;
            }
        }

        if (lobbyState == LOBBY_STATE.CHARACTER_SELECTION)
        {
            //! Make sure that the isCharacter selected is false
            if (isCharacterSelected)
            {
                isCharacterSelected = false;
            }

            //! Reset the status text
            if (statusText.text != null)
            {
                statusText.text = null;
            }

            //! Empty the picture
            if (lobbyCanvas.transform.GetChild(1).GetComponent <Image>().sprite != null)
            {
                lobbyCanvas.transform.GetChild(1).GetComponent <Image>().sprite = null;
            }

            //! Reset the color alpha
            if (lobbyCanvas.transform.GetChild(1).GetComponent <Image>().color.a > 0)
            {
                lobbyCanvas.transform.GetChild(1).GetComponent <Image>().color = new Vector4(255, 255, 255, 0);
            }

            //! Reset the isReady bool
            if (isReady)
            {
                isReady = false;
            }

            //! Displaying all the information of characters
            Transform characterCanvasTransform = characterSelectionCanvas.transform;

            //! Display name of the character
            characterCanvasTransform.GetChild(0).GetComponent <Text>().text = listOfCharacters[characterIndex].name;

            //! Display sprite of the character
            characterCanvasTransform.GetChild(1).GetComponent <Image>().sprite = listOfCharacters[characterIndex].sprite;

            //! Display Health of character
            characterCanvasTransform.GetChild(2).GetComponent <Text>().text = "HP: " + listOfCharacters[characterIndex].health + " / " + listOfCharacters[characterIndex].maxHealth;

            //! Display Skill details of character
            for (int i = 0; i < 5; i++)
            {
                //!Display skill spirte
                characterCanvasTransform.GetChild(6 + i).GetChild(0).GetComponent <Image>().sprite = listOfCharacters[characterIndex].skillImages[i];

                //! Display skill name
                characterCanvasTransform.GetChild(6 + i).GetChild(1).GetComponent <Text>().text = listOfCharacters[characterIndex].skillNames[i];
            }

            //! Selection of characters(yes / no buttons)

            //! Pointer active based on boolean
            if (isSelectingCharacter)
            {
                //! Check if already active
                if (characterSelectionPointer[0].gameObject.activeInHierarchy == false)
                {
                    characterSelectionPointer[0].gameObject.SetActive(true);
                }
                if (characterSelectionPointer[1].gameObject.activeInHierarchy == false)
                {
                    characterSelectionPointer[1].gameObject.SetActive(true);
                }

                //! Off deactivate the other 2
                //! Check if already active
                if (characterSelectionPointer[2].gameObject.activeInHierarchy == true)
                {
                    characterSelectionPointer[2].gameObject.SetActive(false);
                }
                if (characterSelectionPointer[3].gameObject.activeInHierarchy == true)
                {
                    characterSelectionPointer[3].gameObject.SetActive(false);
                }
            }
            else
            {
                //! Check if already active
                if (characterSelectionPointer[2].gameObject.activeInHierarchy == false)
                {
                    characterSelectionPointer[2].gameObject.SetActive(true);
                }
                if (characterSelectionPointer[3].gameObject.activeInHierarchy == false)
                {
                    characterSelectionPointer[3].gameObject.SetActive(true);
                }

                //! Off deactivate the other 2
                //! Check if already active
                if (characterSelectionPointer[0].gameObject.activeInHierarchy == true)
                {
                    characterSelectionPointer[0].gameObject.SetActive(false);
                }
                if (characterSelectionPointer[1].gameObject.activeInHierarchy == true)
                {
                    characterSelectionPointer[1].gameObject.SetActive(false);
                }
            }
            //! Scrolling of the pointer
            if (Input.GetButtonUp(playerButton))
            {
                if (isSelectingCharacter == true)
                {
                    isSelectingCharacter = false;
                }
                else
                {
                    isSelectingCharacter = true;
                }
            }

            //! Converting the hold timer into percentage so that can reflect with the image fill amount
            timerInPercentage = holdTimer / requiredTimer;

            //! Reflecting the timerInPercentage with the image fill amount based on current selection
            switch (isSelectingCharacter)
            {
            case true:
                //! Set the other as 0
                characterSelectionPointer[3].fillAmount = 0;
                characterSelectionPointer[1].fillAmount = timerInPercentage;
                break;

            case false:
                characterSelectionPointer[1].fillAmount = 0;
                characterSelectionPointer[3].fillAmount = timerInPercentage;
                break;
            }

            //! Control for selecting options for player
            if (Input.GetButton(playerButton))
            {
                holdTimer += Time.deltaTime;
            }
            //! When let go / chose another seleection
            if (Input.GetButtonUp(playerButton))
            {
                holdTimer = 0;
            }

            //! When the pointer charges finish
            if (timerInPercentage >= 1)
            {
                //! Check if yes
                if (isSelectingCharacter)
                {
                    //! Reset hold timer
                    holdTimer = 0f;

                    //! Close the character selection canvas
                    characterSelectionCanvas.gameObject.SetActive(false);

                    //! Open the lobby canvas
                    lobbyCanvas.gameObject.SetActive(true);

                    //! Change the image for the lobby canvas Image
                    lobbyCanvas.transform.GetChild(1).GetComponent <Image>().sprite = listOfCharacters[characterIndex].sprite;
                    lobbyCanvas.transform.GetChild(1).GetComponent <Image>().color  = new Vector4(255, 255, 255, 255);

                    //! Change the lobby state
                    lobbyState = LOBBY_STATE.LOBBY;

                    //! Change the isCharacter selected bool
                    isCharacterSelected = true;
                }

                //! Check if no
                else
                {
                    //! Rest hold timer
                    holdTimer = 0;

                    //! Change the character index
                    characterIndex++;

                    //! If the index is over the count of the list
                    if (characterIndex >= listOfCharacters.Count)
                    {
                        characterIndex = 0;
                    }
                }
            }
        }
    }
Esempio n. 4
0
 public Lobby()
 {
     state = LOBBY_STATE.START;
 }