// Previously tried solution with collision detection on all separate clients for all players(instead of events). // But the result was that some tile marking got skipped if the clients skipped walking over them because of a bad connection. // This way we can be sure all tiles are getting marked. public void SetTileMarker(InGameMazeTile tile, PlayerCharacter player) { if (GameRules.GamePlayerType == GamePlayerType.SinglePlayer || GameRules.GamePlayerType == GamePlayerType.SplitScreenMultiplayer) { player.LastTile = tile; MazeTilePath mazeTilePath = (MazeTilePath)tile.GetBackgrounds().FirstOrDefault(background => background is MazeTilePath); if (mazeTilePath == null) { return; } PlayerMark playerMark = new PlayerMark(mazeTilePath.ConnectionScore); HandlePlayerMarkerSprite(tile, player.PlayerNumber, playerMark); HandlePlayerTileMarkerEnds(tile); HandleNumberOfUnmarkedTiles(); tile.ResetPlayerMarkEndsRenderer(); tile.TriggerTransformations(); } else { PlayerMarksTileEvent playerMarksTileEvent = new PlayerMarksTileEvent(); playerMarksTileEvent.SendPlayerMarksTileEvent(tile.GridLocation, player); } }
public void OnEvent(EventData photonEvent) { byte eventCode = photonEvent.Code; if (eventCode == PlayerMarksTileEvent.PlayerMarksTileEventCode) { object[] data = (object[])photonEvent.CustomData; GridLocation tileLocation = new GridLocation((int)data[0], (int)data[1]); PlayerNumber playerNumber = (PlayerNumber)data[2]; InGameMazeTile tile = Level.TilesByLocation[tileLocation] as InGameMazeTile; MazeTilePath mazeTilePath = (MazeTilePath)tile.GetBackgrounds().FirstOrDefault(background => background is MazeTilePath); if (mazeTilePath == null) { return; } PlayerMark playerMark = new PlayerMark(mazeTilePath.ConnectionScore); HandlePlayerMarkerSprite(tile, playerNumber, playerMark); HandlePlayerTileMarkerEnds(tile); HandleNumberOfUnmarkedTiles(); tile.ResetPlayerMarkEndsRenderer(); tile.TriggerTransformations(); } else if (eventCode == LoadNextMazeLevelEvent.LoadNextMazeLevelEventCode) { object[] data = (object[])photonEvent.CustomData; string pickedLevel = (string)data[0]; MazeLevelData mazeLevelData = MazeLevelLoader.LoadMazeLevelData(pickedLevel); if (mazeLevelData == null) { Logger.Error($"Could not load maze level data for the randomly picked maze level {pickedLevel}"); } PersistentGameManager.SetCurrentSceneName(pickedLevel); IEnumerator loadLevelCoroutine = LoadOverworldCoroutine("Overworld"); StartCoroutine(loadLevelCoroutine); } else if (eventCode == LoadOverworldEvent.LoadOverworldEventCode) { object[] data = (object[])photonEvent.CustomData; string overworldName = (string)data[0]; PersistentGameManager.SetLastMazeLevelName(PersistentGameManager.CurrentSceneName); PersistentGameManager.SetCurrentSceneName(PersistentGameManager.OverworldName); IEnumerator loadLevelCoroutine = LoadOverworldCoroutine("Overworld"); StartCoroutine(loadLevelCoroutine); } else if (eventCode == PlayerCollidesWithMusicInstrumentCaseEvent.PlayerCollidesWithMusicInstrumentCaseEventCode) { object[] data = (object[])photonEvent.CustomData; GridLocation tileLocation = new GridLocation((int)data[0], (int)data[1]); PlayerNumber playerNumber = (PlayerNumber)data[2]; InGameMazeTile tile = Level.TilesByLocation[tileLocation] as InGameMazeTile; MusicInstrumentCase musicInstrumentCase = (MusicInstrumentCase)tile.GetAttributes().FirstOrDefault(attribute => attribute is MusicInstrumentCase); if (musicInstrumentCase == null) { Logger.Error("Could not find musicInstrumentCase"); } MazePlayerCharacter player = GameManager.Instance.CharacterManager.GetPlayers <MazePlayerCharacter>()[playerNumber]; musicInstrumentCase.PlayerCollisionOnTile(player); } else if (eventCode == EnemyCollidesWithMusicInstrumentCaseEvent.EnemyCollidesWithMusicInstrumentCaseEventCode) { object[] data = (object[])photonEvent.CustomData; GridLocation tileLocation = new GridLocation((int)data[0], (int)data[1]); int enemyId = (int)data[2]; InGameMazeTile tile = Level.TilesByLocation[tileLocation] as InGameMazeTile; MusicInstrumentCase musicInstrumentCase = (MusicInstrumentCase)tile.GetAttributes().FirstOrDefault(attribute => attribute is MusicInstrumentCase); if (musicInstrumentCase == null) { Logger.Error("Could not find musicInstrumentCase"); } MazeCharacterManager characterManager = GameManager.Instance.CharacterManager as MazeCharacterManager; EnemyCharacter enemyCharacter = characterManager.Enemies.FirstOrDefault(enemy => enemy.PhotonView.ViewID == enemyId); if (enemyCharacter == null) { Logger.Error("Could not find enemy character"); } musicInstrumentCase.EnemyCollisinOnTile(enemyCharacter); } }