private void SpawnCharacter(int i_TeamIndex, int i_TeamSize, int i_SpawnIndex, int i_PhotonPlayerId, tnCharacterDescription i_CharacterDescription) { if (m_CharacterPrefab == null || i_CharacterDescription == null) { return; } int descriptorCharacterId = i_CharacterDescription.characterId; int descriptorOnlinePlayerIndex = i_CharacterDescription.onlinePlayerIndex; int descriptorPlayerId = i_CharacterDescription.playerId; string[] spawnPointsNames = SpawnPoints.GetSpawnPoints(i_TeamIndex, i_TeamSize); if (spawnPointsNames == null) { return; } if (i_SpawnIndex < 0 || i_SpawnIndex >= spawnPointsNames.Length) { return; } string spawnPointName = spawnPointsNames[i_SpawnIndex]; GameObject spawnPointGo = GameObject.Find(spawnPointName); if (spawnPointGo == null) { return; } TSTransform2D spawnPoint = spawnPointGo.GetComponent <TSTransform2D>(); if (spawnPoint == null) { return; } tnCharacterData characterData = tnGameData.GetCharacterDataMain(descriptorCharacterId); if (characterData == null) { return; } tnTeamsModule teamsModule = GameModulesManager.GetModuleMain <tnTeamsModule>(); if (teamsModule == null) { return; } tnTeamDescription teamDescription = teamsModule.GetTeamDescription(i_TeamIndex); if (teamDescription == null) { return; } int teamId = teamDescription.teamId; Color teamColor = teamDescription.teamColor; tnTeamData teamData = tnGameData.GetTeamDataMain(teamId); if (teamData == null) { return; } bool isLocal = (PhotonNetwork.offlineMode) ? true : tnGameModulesUtils.IsLocalPlayer(descriptorOnlinePlayerIndex); bool isHuman = (PhotonNetwork.offlineMode) ? (descriptorPlayerId != Hash.s_NULL) : (descriptorOnlinePlayerIndex >= 0); Vector3 spawnPosition = spawnPoint.position.ToVector(); Quaternion spawnRotation = Quaternion.Euler(0f, 0f, spawnPoint.rotation.AsFloat()); // Spawn character. GameObject characterInstance = Instantiate <GameObject>(m_CharacterPrefab); characterInstance.name = characterData.displayName; characterInstance.transform.position = spawnPosition; characterInstance.transform.rotation = spawnRotation; // Configure TSTransform TSTransform2D tsTransform = characterInstance.GetComponent <TSTransform2D>(); if (tsTransform != null) { tsTransform.position = spawnPoint.position; tsTransform.rotation = spawnPoint.rotation; } // Configure depth2d. tnDepth2d depth2d = characterInstance.GetComponent <tnDepth2d>(); if (depth2d != null) { depth2d.SetOffset(spawnPointGo.transform.position.z); } // Configure character stats database. tnStatsDatabase teamStats = teamData.teamStats; tnStatsContainer statsContainer = characterInstance.GetComponent <tnStatsContainer>(); if (statsContainer != null) { statsContainer.SetStatsDatabase(teamStats); } // Configure character view. tnCharacterViewController characterViewController = characterInstance.GetComponent <tnCharacterViewController>(); if (characterViewController != null) { // Base color. characterViewController.SetBaseColor(teamColor); // Charging force bar. characterViewController.SetChargingForceBarColor(teamColor); // Energy bar. characterViewController.SetEnergyBarColor(teamColor); // Flag. characterViewController.SetFlagSprite(teamData.baseSprite); // Animator characterViewController.SetAnimatorController(characterData.animatorController); // Set facing right. characterViewController.SetFacingRight((spawnPoint.position.x < 0f)); // Player color. characterViewController.TurnOffColor(); characterViewController.SetArrowVisible(false); characterViewController.SetArrowColor(Color.white); if (isLocal) { if (PhotonNetwork.offlineMode) { if (isHuman) { tnPlayerData playerData = tnGameData.GetPlayerDataMain(descriptorPlayerId); if (playerData != null) { Color playerColor = playerData.color; characterViewController.SetPlayerColor(playerColor); characterViewController.SetArrowVisible(true); characterViewController.SetArrowColor(playerColor); } } } else { List <int> onlinePlayersKeys = tnGameData.GetOnlinePlayersKeysMain(); if (onlinePlayersKeys != null) { if (descriptorOnlinePlayerIndex >= 0 && descriptorOnlinePlayerIndex < onlinePlayersKeys.Count) { int onlinePlayerKey = onlinePlayersKeys[descriptorOnlinePlayerIndex]; tnOnlinePlayerData onlinePlayerData = tnGameData.GetOnlinePlayerDataMain(onlinePlayerKey); if (onlinePlayerData != null) { Color playerColor = onlinePlayerData.color; characterViewController.SetPlayerColor(playerColor); characterViewController.SetArrowVisible(true); characterViewController.SetArrowColor(playerColor); } } } } } } // Input: NOTE that current aiFacotry assumes that all AI are handled by the same client. // If you want to support AI in multiplayer you should change the ai factory implementation. // Now multiplayer isn't implemented, so now, if you're using AI, you are playing offline --> All AIs are yours. if (isLocal) { tnInputFiller inputFiller = null; tnRumbleController rumbleController = null; int localPlayerIndex; bool localPlayerIndexFound = tnGameModulesUtils.OnlineToLocalPlayerIndex(descriptorOnlinePlayerIndex, out localPlayerIndex); if (localPlayerIndexFound || PhotonNetwork.offlineMode) { tnLocalPartyModule localPartyModule = GameModulesManager.GetModuleMain <tnLocalPartyModule>(); int playerId = (PhotonNetwork.offlineMode) ? descriptorPlayerId : ((localPartyModule != null) ? localPartyModule.GetPlayerId(localPlayerIndex) : Hash.s_NULL); tnPlayerData playerData = tnGameData.GetPlayerDataMain(playerId); if (playerData != null) { string playerInputName = playerData.playerInputName; string wifiPlayerInputName = playerData.wifiPlayerInputName; PlayerInput playerInput = InputSystem.GetPlayerByNameMain(playerInputName); WiFiPlayerInput wifiPlayerInput = WiFiInputSystem.GetPlayerByNameMain(wifiPlayerInputName); if (playerInput != null) { inputFiller = new tnPlayerInputFiller(playerInput); rumbleController = new tnRumbleController(playerInput); m_LocalPlayersInput.Add(playerInput); } else { if (wifiPlayerInput != null) { inputFiller = new tnWiFiPlayerInputFiller(wifiPlayerInput); m_LocalWifiPlayersInput.Add(wifiPlayerInput); } } } else { tnAIInputFiller aiInputFiller = CreateAIInputFiller(i_TeamIndex, i_SpawnIndex, characterInstance); inputFiller = aiInputFiller; List <tnAIInputFiller> aiList = m_LocalAI[i_TeamIndex]; aiList.Add(aiInputFiller); } } // Bind input filler to character instance. if (inputFiller != null) { tnInputController inputController = new tnInputController(inputFiller); inputController.SetRumbleController(rumbleController); AddInputController(inputController); tnCharacterInput characterInput = characterInstance.GetComponent <tnCharacterInput>(); if (characterInput != null) { characterInput.Bind(inputController); } } // Add rumble component. if (isHuman) { tnRumbleParams rumbleParams = Resources.Load <tnRumbleParams>(s_RumbleParams_ResourcePath); if (rumbleParams != null) { tnRumble rumbleComponent = characterInstance.GetComponent <tnRumble>(); if (rumbleComponent == null) { rumbleComponent = characterInstance.AddComponent <tnRumble>(); } rumbleComponent.SetParams(rumbleParams); } } // Input Delay. int delay = (TrueSyncManager.isOfflineMain) ? m_OfflinePlayerInputDelay : 0; if (!isHuman) { tnMatchSettingsModule matchSettingsModule = GameModulesManager.GetModuleMain <tnMatchSettingsModule>(); int aiLevelIndex = (matchSettingsModule != null) ? matchSettingsModule.aiLevelIndex : (tnGameData.aiLevelCountMain / 2); tnAILevel aiLevel = tnGameData.GetAILevelMain(aiLevelIndex); if (aiLevel != null) { delay = aiLevel.inputDelay; } } // Register on player input collector. RegisterObjectOnInputCollector(characterInstance, delay); } // Configure character info. tnCharacterInfo characterInfo = characterInstance.GetComponent <tnCharacterInfo>(); if (characterInfo == null) { characterInfo = characterInstance.AddComponent <tnCharacterInfo>(); } int characterIndex = m_Characters.Count; characterInfo.SetCharacterIndex(characterIndex); characterInfo.SetCharacterId(descriptorCharacterId); characterInfo.SetTeamIndex(i_TeamIndex); characterInfo.SetTeamId(teamId); characterInfo.SetTeamColor(teamColor); // Callback. OnCharacterSpawned(i_TeamIndex, characterIndex, characterInstance); // Add characters to lists. m_Characters.Add(characterInstance); if (isLocal) { m_LocalCharacters.Add(characterInstance); } List <GameObject> team = m_Teams[i_TeamIndex]; team.Add(characterInstance); // Create character result. tnCharacterResults characterResults = CreateCharacterResults(descriptorCharacterId); characterResults.isHuman = isHuman; tnTeamResults teamResults = GetTeamResultsByIndex(i_TeamIndex); if (teamResults != null) { teamResults.AddCharacterResults(characterResults); } m_CharactersResults.Add(characterResults); // Track character result. StateTracker.AddTracking(characterResults); // Configure TrueSyncObject. TrueSyncObject trueSyncObject = characterInstance.GetComponent <TrueSyncObject>(); if (trueSyncObject != null) { trueSyncObject.SetOwnerId(i_PhotonPlayerId); TrueSyncManager.RegisterTrueSyncObjectMain(trueSyncObject); } }
private void SpawnReferee() { tnMatchSettingsModule matchSettingsModule = GameModulesManager.GetModuleMain <tnMatchSettingsModule>(); if (matchSettingsModule == null) { return; } int refereeOptionId = matchSettingsModule.refereeOption; m_HasReferee = false; string refereeOption; if (tnGameData.TryGetRefereeValueMain(refereeOptionId, out refereeOption)) { m_HasReferee = (refereeOption == "ON"); if (m_HasReferee) { GameObject refereeSpawnPointGo = GameObject.Find(s_RefereeSpawnPoint); if (refereeSpawnPointGo == null) { return; } TSTransform2D refereeSpawnPointTransform = refereeSpawnPointGo.GetComponent <TSTransform2D>(); if (refereeSpawnPointTransform == null) { return; } GameObject refereePrefab = Resources.Load <GameObject>(s_ResourcePath_Referee); if (refereePrefab != null) { Vector3 spawnPosition = refereeSpawnPointTransform.position.ToVector(); Quaternion spawnRotation = Quaternion.Euler(0f, 0f, refereeSpawnPointTransform.rotation.AsFloat()); GameObject refereeInstance = Instantiate <GameObject>(refereePrefab); refereeInstance.gameObject.name = "Referee"; refereeInstance.transform.position = spawnPosition; refereeInstance.transform.rotation = spawnRotation; // Configure TSTransform TSTransform2D tsTransform = refereeInstance.GetComponent <TSTransform2D>(); if (tsTransform != null) { tsTransform.position = refereeSpawnPointTransform.position; tsTransform.rotation = refereeSpawnPointTransform.rotation; } // Configure input filler and tnCharacterInput. if (PhotonNetwork.isMasterClient) { tnRefereeInputFiller inputFiller = new tnRefereeInputFiller(refereeInstance); inputFiller.SetBall(m_Ball); tnInputController inputController = new tnInputController(inputFiller); AddInputController(inputController); tnCharacterInput characterInput = refereeInstance.GetComponent <tnCharacterInput>(); if (characterInput != null) { characterInput.Bind(inputController); } RegisterObjectOnInputCollector(refereeInstance, 0); } // Configure depth2d. tnDepth2d depth2d = refereeInstance.GetComponent <tnDepth2d>(); if (depth2d != null) { depth2d.SetOffset(refereeSpawnPointGo.transform.position.z); } // Setup true sync object. TrueSyncObject trueSyncObject = refereeInstance.GetComponent <TrueSyncObject>(); if (trueSyncObject != null) { int ownerId = 0; if (!PhotonNetwork.offlineMode && (PhotonNetwork.masterClient != null)) { ownerId = PhotonNetwork.masterClient.ID; } trueSyncObject.SetOwnerId(ownerId); TrueSyncManager.RegisterTrueSyncObjectMain(trueSyncObject); } m_RefereeInstance = refereeInstance; } } } }
private void CreateSupporters() { if (!m_CreateSupporters) { return; } tnTeamsModule teamsModule = GameModulesManager.GetModuleMain <tnTeamsModule>(); if (teamsModule == null) { return; } System.Random random = new System.Random(m_Seed); string[] animatedResourceNames = new string[] { "Characters/Common/p_Supporter01_Animated", "Characters/Common/p_Supporter02_Animated", "Characters/Common/p_Supporter03_Animated", }; string[] staticResourceNames = new string[] { "Characters/Common/p_Supporter01", "Characters/Common/p_Supporter02", "Characters/Common/p_Supporter03", }; // Load animated resources. List <GameObject> animatedResources = new List <GameObject>(); for (int resourceIndex = 0; resourceIndex < animatedResourceNames.Length; ++resourceIndex) { GameObject resourcePrefab = (GameObject)Resources.Load <GameObject>(animatedResourceNames[resourceIndex]); if (resourcePrefab == null) { continue; } animatedResources.Add(resourcePrefab); } // Load static resources. List <GameObject> staticResources = new List <GameObject>(); for (int resourceIndex = 0; resourceIndex < staticResourceNames.Length; ++resourceIndex) { GameObject resourcePrefab = (GameObject)Resources.Load <GameObject>(staticResourceNames[resourceIndex]); if (resourcePrefab == null) { continue; } staticResources.Add(resourcePrefab); } // Iterate each supporter area. tnSupporterArea[] supportersAreas = FindObjectsOfType <tnSupporterArea>(); for (int supporterAreaIndex = 0; supporterAreaIndex < supportersAreas.Length; ++supporterAreaIndex) { tnSupporterArea supporterArea = supportersAreas[supporterAreaIndex]; if (supporterArea == null) { continue; } // Compute team colors for this area. List <Color> teamColors = new List <Color>(); Vector3 boundsMin = supporterArea.boundsMin; Vector3 boundsMax = supporterArea.boundsMax; if (boundsMin.x < 0f || boundsMax.x < 0f) { // Assign to Team 0. tnTeamDescription teamDescription = teamsModule.GetTeamDescription(0); if (teamDescription != null) { Color[] colorsToAdd = GetTeamColors(teamDescription.teamId); teamColors.AddRange(colorsToAdd); } } if (boundsMin.x > 0f || boundsMax.x > 0f) { // Assign to Team 1. tnTeamDescription teamDescription = teamsModule.GetTeamDescription(1); if (teamDescription != null) { Color[] colorsToAdd = GetTeamColors(teamDescription.teamId); teamColors.AddRange(colorsToAdd); } } Color[] spawnColors = teamColors.ToArray(); if (spawnColors.Length == 0) { continue; } // Spawn supporters. for (int supporterIndex = 0; supporterIndex < supporterArea.numPoints; ++supporterIndex) { GameObject supporterPrefab = null; if (supporterIndex < supporterArea.maxAnimators) { // Select an animated resource. int resourceIndex = random.Next(0, animatedResources.Count); supporterPrefab = animatedResources[resourceIndex]; } else { // Select a static resource. int resourceIndex = random.Next(0, staticResources.Count); supporterPrefab = staticResources[resourceIndex]; } if (supporterPrefab == null) { continue; } Vector2 spawnPoint = supporterArea.GetPoint(supporterIndex); Vector3 spawnPosition = new Vector3(spawnPoint.x, spawnPoint.y, 0f); GameObject supporterInstance = (GameObject)Instantiate(supporterPrefab, spawnPosition, Quaternion.identity); if (supporterInstance.transform.position.x > 0f) { Vector3 flipScale = supporterInstance.transform.localScale; flipScale.x *= -1f; supporterInstance.transform.localScale = flipScale; } supporterInstance.transform.SetParent(supporterArea.transform, true); tnSupporter supporterComponent = supporterInstance.GetComponent <tnSupporter>(); if (supporterComponent != null) { int randomIndex = random.Next(0, teamColors.Count); Color randomColor = teamColors[randomIndex]; supporterComponent.SetColor(randomColor); } tnDepth2d depth2d = supporterInstance.GetComponent <tnDepth2d>(); if (depth2d != null) { float scale = 0.5f; depth2d.SetScale(scale); float depthLevel = supporterArea.transform.position.z; depth2d.SetOffset(depthLevel); } } } }
private void SpawnBall() { tnMatchSettingsModule matchSettingsModule = GameModulesManager.GetModuleMain <tnMatchSettingsModule>(); if (matchSettingsModule == null) { return; } int ballId = matchSettingsModule.ballId; m_BallId = ballId; tnBallData ballData = tnGameData.GetBallDataMain(m_BallId); if (ballData == null) { return; } tnBall ballPrefab = tnGameData.LoadAndGetBallPrefabMain(); if (ballPrefab == null) { return; } GameObject ballSpawnPointGo = GameObject.Find(s_BallSpawnPoint); if (ballSpawnPointGo == null) { return; } TSTransform2D ballSpawnPointTransform = ballSpawnPointGo.GetComponent <TSTransform2D>(); if (ballSpawnPointTransform == null) { return; } Vector3 spawnPosition = ballSpawnPointTransform.position.ToVector(); Quaternion spawnRotation = Quaternion.Euler(0f, 0f, ballSpawnPointTransform.rotation.AsFloat()); // Spawn ball. tnBall ballInstance = Instantiate <tnBall>(ballPrefab); ballInstance.gameObject.name = "Ball"; ballInstance.transform.position = spawnPosition; ballInstance.transform.rotation = spawnRotation; // Can rotate? ballInstance.SetCanRotate(ballData.canRotate); // Configure TSTransform TSTransform2D tsTransform = ballInstance.GetComponent <TSTransform2D>(); if (tsTransform != null) { tsTransform.position = ballSpawnPointTransform.position; tsTransform.rotation = ballSpawnPointTransform.rotation; } // Set ball texture and material. tnBallView ballView = ballInstance.GetComponent <tnBallView>(); if (ballView != null) { Texture ballTexture = ballData.texture; ballView.SetTexture(ballTexture); ballView.SetTrailMaterial(ballData.trailMaterial); ballView.SetParticleEffect(ballData.particleEffect); } // Set depth level tnDepth2d depth2d = ballInstance.GetComponent <tnDepth2d>(); if (depth2d != null) { depth2d.SetOffset(ballSpawnPointGo.transform.position.z); } // Register True Sync Obejct. TrueSyncManager.RegisterTrueSyncObjectMain(ballInstance.gameObject); // Bind to camera. if (cameraGo != null) { tnGameCamera gameCamera = cameraGo.GetComponent <tnGameCamera>(); if (gameCamera != null) { gameCamera.SetTarget(ballInstance.transform); } } // Bind to slow motion controller. if (m_SlowMotionController != null) { TSRigidBody2D ballRigidbody = ballInstance.GetComponent <TSRigidBody2D>(); if (ballRigidbody != null) { m_SlowMotionController.SetTarget(ballRigidbody); } } // Set Bounds of field for respown if ball go out of the field. GameObject topLeft = GameObject.Find(s_TopLeft_Bound); GameObject bottomRight = GameObject.Find(s_BottomRight_Bound); if (topLeft != null && bottomRight != null) { TSTransform2D tsTransformTopLeft = topLeft.GetComponent <TSTransform2D>(); TSTransform2D tsTransformBottomRight = bottomRight.GetComponent <TSTransform2D>(); if (tsTransformTopLeft != null && tsTransformBottomRight != null) { FP minX = tsTransformTopLeft.position.x; FP minY = tsTransformBottomRight.position.y; FP maxX = tsTransformBottomRight.position.x; FP maxY = tsTransformTopLeft.position.y; TSVector2 min = new TSVector2(minX, minY); TSVector2 max = new TSVector2(maxX, maxY); ballInstance.SetBoundLimits(min, max); ballInstance.SetSafeRespawnOutField(true); } } // Save instance. m_Ball = ballInstance; }