//[SerializeField] //private GameObject[] models; void Start() { playerTransform = transform.Find("Player"); nvs = GameObject.FindObjectOfType <NetworkVariables>(); username = playerTransform.GetComponentInChildren <TextMesh>(); //models = Resources.LoadAll<GameObject>("Prefabs/Player Models"); transform.SetParent(GameObject.Find("Players").transform); isAdmin = (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.LinuxEditor || Application.platform == RuntimePlatform.OSXEditor); if (teleportSmoke != null) { ClientScene.RegisterPrefab(teleportSmoke); } if (isLocalPlayer) { //playerModel = Random.Range (0, models.Length); animMenuScript = GameObject.Find("HUD").transform.GetComponentInChildren <AnimationMenu>(); if (username.text == "USERNAME") { string[] types = { "adjectives", "animals" }; username.text = Wordlist.GenerateWordFromList(types); Color[] colors = { Color.red, Color.yellow, Color.green, Color.blue, Color.cyan }; username.color = colors[Random.Range(0, colors.Length)]; //transform.GetChild(1).transform.GetChild(0).transform.GetChild(0).transform.GetChild(3).GetComponent<Renderer>().material.color = username.color; transform.GetChild(1).GetChild(0).GetChild(0).GetChild(2).GetChild(0).GetChild(0).GetChild(1).GetChild(1).GetComponent <Renderer>().material.color = username.color; } username.transform.localScale = Vector3.zero; agent = playerTransform.GetComponent <NavMeshAgent>(); AnalyticsController.JoinMaze(username.text, username.color, nvs.mazeID); IngameChat.postLoginLogOut(true, username.text, username.color); startPosition = FindObjectOfType <NetworkStartPosition>().transform.position; } }
void Start() { if (!Application.isPlaying && Application.isEditor || !isServer) { return; } nvs = GameObject.FindObjectOfType <NetworkVariables>(); nvs.mazeSize = this.mazeSize; nvs.ROOM_GAP = this.ROOM_GAP; nvs.startTimestamp = getCurrentTimestamp(); if (GetComponent <ControlledMazeManager>() != null) { StartControlled(); return; } if (isServer && string.IsNullOrEmpty(mazeSeed)) { string[] types = { "adjectives", "adjectives", "animals" }; mazeSeed = Wordlist.GenerateWordFromList(types); //mazeSeed = Random.Range(int.MinValue, int.MaxValue) + "!"; } PlayerPrefs.SetString("lastSeed", mazeSeed); PlayerPrefs.Save(); if (isServer) { nvs.seed = mazeSeed; nvs.mazeID = AnalyticsController.GenerateMazeId(mazeSeed, mazeSize); } mazeRandom = new System.Random(mazeSeed.GetHashCode()); playersList = GameObject.Find("Players"); int msX = Mathf.RoundToInt(mazeSize.x), msY = Mathf.RoundToInt(mazeSize.y); float midPointX = ((msX - 1) * ROOM_GAP) / 2f; float midPointY = ((msY - 1) * ROOM_GAP) / 2f; startRoom = new Vector2(mazeRandom.Next(1, msX - 2), mazeRandom.Next(1, msY - 2)); GameObject roomParent = Instantiate(parentPrefab, new Vector3(-midPointX, 0f, -midPointY), Quaternion.identity) as GameObject; NetworkInstanceID parentID = roomParent.GetComponent <NetworkInstanceID>(); parentID.objectName = "Room"; NetworkServer.Spawn(roomParent); RoomController[,] allRooms = new RoomController[msX, msY]; for (int x = 0; x < msX; x++) { for (int y = 0; y < msY; y++) { //Generate basic rooms GameObject room = Instantiate(roomPrefab, Vector3.zero, Quaternion.identity) as GameObject; string _name = x * ROOM_GAP + ", " + y * ROOM_GAP; room.name = _name; RoomController rc = room.GetComponent <RoomController>(); rc.mazeSeed = mazeSeed + "" + _name; rc.roomPosition = new Vector2(x, y); rc.roomGap = ROOM_GAP; room.transform.SetParent(roomParent.transform); room.transform.localPosition = new Vector3(x * ROOM_GAP, 0f, y * ROOM_GAP); if (Mathf.RoundToInt(startRoom.x) == x && Mathf.RoundToInt(startRoom.y) == y) { //rc.categories.Add(RoomObject.RoomCategory.Start); rc.isStart = true; //a very dirty cheat to the start room bug where it can get another room on remote clients } //Make it update it's parent and name NetworkInstanceID roomID = room.GetComponent <NetworkInstanceID>(); roomID.parentNetId = roomParent.GetComponent <NetworkIdentity>().netId; roomID.objectName = _name; //Send it to every client NetworkServer.Spawn(room); if (Mathf.RoundToInt(startRoom.x) == x && Mathf.RoundToInt(startRoom.y) == y) { //Spawn the spawnpoint GameObject spawn = Instantiate(spawnPrefab) as GameObject; spawn.transform.SetParent(rc.transform); spawn.transform.localPosition = Vector3.zero; string n = "Spawn Point"; spawn.name = n; //Make it update it's parent and name NetworkInstanceID spawnID = spawn.GetComponent <NetworkInstanceID>(); spawnID.parentNetId = roomID.netId; spawnID.objectName = n; //Send it to every client NetworkServer.Spawn(spawn); } allRooms[x, y] = rc; } } int roomCountTarget = Mathf.RoundToInt((msX * msY) * .7f) * 2; List <RoomController> open_ends = new List <RoomController>(); open_ends.Add(allRooms[Mathf.RoundToInt(startRoom.x), Mathf.RoundToInt(startRoom.y)]); while (open_ends.Count != 0) { int i = mazeRandom.Next(0, open_ends.Count); RoomController current = open_ends[i]; roomCountTarget -= Mathf.Clamp(Mathf.RoundToInt(roomCountTarget / 10), 0, 100000); int roomX = Mathf.RoundToInt(current.roomPosition.x); int roomY = Mathf.RoundToInt(current.roomPosition.y); int doorChance = mazeRandom.Next(0, 100) + roomCountTarget; int doorsInStart = 4; if (doorChance < 10) { doorsInStart = 1; } else if (doorChance < 30) { doorsInStart = 2; } else if (doorChance < 60) { doorsInStart = 3; } List <int> dirs = new List <int>(); dirs.Add(0); dirs.Add(1); dirs.Add(2); dirs.Add(3); for (int d = 0; d < doorsInStart; d++) { int t = mazeRandom.Next(0, dirs.Count); int dir = dirs[t]; RoomController nextRoom = allRooms[roomX, roomY]; //Will never be this room, it's just to fix a 'unassigned' error. int setDirOnNext = -1; if (dir == 0) //North +1x { if (allRooms.GetLength(0) - 1 >= roomX + 1) { nextRoom = allRooms[roomX + 1, roomY]; setDirOnNext = 1; if (nextRoom.hasBeenScanned) { continue; } } else { continue; } } else if (dir == 1) //South -1x { if (0 <= roomX - 1) { nextRoom = allRooms[roomX - 1, roomY]; setDirOnNext = 0; if (nextRoom.hasBeenScanned) { continue; } } else { continue; } } else if (dir == 2) //East -1y { if (0 <= roomY - 1) { nextRoom = allRooms[roomX, roomY - 1]; setDirOnNext = 3; if (nextRoom.hasBeenScanned) { continue; } } else { continue; } } else if (dir == 3) //West +1y { if (allRooms.GetLength(1) - 1 >= roomY + 1) { nextRoom = allRooms[roomX, roomY + 1]; setDirOnNext = 2; if (nextRoom.hasBeenScanned) { continue; } } else { continue; } } setDoorBoolInRoom(dir, true, ref current); nextRoom.cameFrom = setDirOnNext; setDoorBoolInRoom(setDirOnNext, true, ref nextRoom); nextRoom.hasBeenScanned = true; open_ends.Add(nextRoom); } current.hasBeenScanned = true; if (open_ends.Count == 1) { open_ends[0].isEnd = true; } open_ends.Remove(current); if (current.roomPosition == new Vector2(Mathf.RoundToInt(startRoom.x), Mathf.RoundToInt(startRoom.y))) { current.displayRoom = true; } } }
void StartControlled() { if (isServer && string.IsNullOrEmpty(mazeSeed)) { string[] types = { "adjectives", "adjectives", "animals" }; mazeSeed = Wordlist.GenerateWordFromList(types); } if (isServer) { nvs.seed = mazeSeed; nvs.mazeID = AnalyticsController.GenerateMazeId(mazeSeed, mazeSize); } ControlledMazeManager controlledManager = GetComponent <ControlledMazeManager>(); mazeRandom = new System.Random(mazeSeed.GetHashCode()); playersList = GameObject.Find("Players"); int startX = int.MinValue; int startY = int.MinValue; for (int y = 0; y < controlledManager.rows.Length; y++) { for (int x = 0; x < controlledManager.rows[y].column.Length; x++) { if (controlledManager.rows[y].column[x] == null) { continue; } if (controlledManager.rows[y].column[x].category == RoomObject.RoomCategory.Start) { startX = x; startY = y; break; } } } if (startX == int.MinValue || startY == int.MinValue) { Debug.LogError("No start room in the list of rooms"); return; } int msX = Mathf.RoundToInt(mazeSize.x), msY = Mathf.RoundToInt(mazeSize.y); float midPointX = ((msX - 1) * ROOM_GAP) / 2f; float midPointY = ((msY - 1) * ROOM_GAP) / 2f; startRoom = new Vector2(startX, startY); GameObject roomParent = Instantiate(parentPrefab, new Vector3(-midPointX, 0f, -midPointY), Quaternion.identity) as GameObject; NetworkInstanceID parentID = roomParent.GetComponent <NetworkInstanceID>(); parentID.objectName = "Room"; NetworkServer.Spawn(roomParent); RoomController[,] allRooms = new RoomController[msX, msY]; for (int x = 0; x < msX; x++) { for (int y = 0; y < msY; y++) { //Generate basic rooms GameObject room = Instantiate(roomPrefab, Vector3.zero, Quaternion.identity) as GameObject; string _name = x * ROOM_GAP + ", " + y * ROOM_GAP; room.name = _name; RoomController rc = room.GetComponent <RoomController>(); rc.mazeSeed = mazeSeed + "" + _name; rc.roomPosition = new Vector2(x, y); rc.roomGap = ROOM_GAP; room.transform.SetParent(roomParent.transform); room.transform.localPosition = new Vector3(x * ROOM_GAP, 0f, y * ROOM_GAP); if (Mathf.RoundToInt(startRoom.x) == x && Mathf.RoundToInt(startRoom.y) == y) { //rc.categories.Add(RoomObject.RoomCategory.Start); rc.isStart = true; //a very dirty cheat to the start room bug where it can get another room on remote clients } //Make it update it's parent and name NetworkInstanceID roomID = room.GetComponent <NetworkInstanceID>(); roomID.parentNetId = roomParent.GetComponent <NetworkIdentity>().netId; roomID.objectName = _name; //Send it to every client NetworkServer.Spawn(room); if (Mathf.RoundToInt(startRoom.x) == x && Mathf.RoundToInt(startRoom.y) == y) { //Spawn the spawnpoint GameObject spawn = Instantiate(spawnPrefab) as GameObject; spawn.transform.SetParent(rc.transform); spawn.transform.localPosition = Vector3.zero + spawnPrefab.transform.position; string n = "Spawn Point"; spawn.name = n; //Make it update it's parent and name NetworkInstanceID spawnID = spawn.GetComponent <NetworkInstanceID>(); spawnID.parentNetId = roomID.netId; spawnID.objectName = n; //Send it to every client NetworkServer.Spawn(spawn); } allRooms[x, y] = rc; } } LocalConnections localhost = GameObject.FindObjectOfType <LocalConnections>(); List <RoomController> open_ends = new List <RoomController>(); open_ends.Add(allRooms[Mathf.RoundToInt(startRoom.x), Mathf.RoundToInt(startRoom.y)]); while (open_ends.Count != 0) { int i = mazeRandom.Next(0, open_ends.Count); RoomController current = open_ends[i]; int roomX = Mathf.RoundToInt(current.roomPosition.x); int roomY = Mathf.RoundToInt(current.roomPosition.y); int doorsInStart = 4; for (int d = 0; d < doorsInStart; d++) { int dir = d; RoomController nextRoom = allRooms[roomX, roomY]; //Will never be this room, it's just to fix a 'unassigned' error. int setDirOnNext = -1; if (dir == 0) //North +1x { if (allRooms.GetLength(0) - 1 >= roomX + 1) { nextRoom = allRooms[roomX + 1, roomY]; setDirOnNext = 1; if (nextRoom.hasBeenScanned) { continue; } if (controlledManager.rows[roomY].column[roomX + 1] == null) { continue; } } else { continue; } } else if (dir == 1) //South -1x { if (0 <= roomX - 1) { nextRoom = allRooms[roomX - 1, roomY]; setDirOnNext = 0; if (nextRoom.hasBeenScanned) { continue; } if (controlledManager.rows[roomY].column[roomX - 1] == null) { continue; } } else { continue; } } else if (dir == 2) //East -1y { if (0 <= roomY - 1) { nextRoom = allRooms[roomX, roomY - 1]; setDirOnNext = 3; if (nextRoom.hasBeenScanned) { continue; } if (controlledManager.rows[roomY - 1].column[roomX] == null) { continue; } } else { continue; } } else if (dir == 3) //West +1y { if (allRooms.GetLength(1) - 1 >= roomY + 1) { nextRoom = allRooms[roomX, roomY + 1]; setDirOnNext = 2; if (nextRoom.hasBeenScanned) { continue; } if (controlledManager.rows[roomY + 1].column[roomX] == null) { continue; } } else { continue; } } setDoorBoolInRoom(dir, true, ref current); nextRoom.cameFrom = setDirOnNext; nextRoom.setRoom = localhost.rooms.IndexOf(controlledManager.rows[Mathf.RoundToInt(nextRoom.roomPosition.y)].column[Mathf.RoundToInt(nextRoom.roomPosition.x)]); setDoorBoolInRoom(setDirOnNext, true, ref nextRoom); nextRoom.hasBeenScanned = true; open_ends.Add(nextRoom); } current.hasBeenScanned = true; open_ends.Remove(current); if (controlledManager.spawnWithAllRoomsOpen || current.roomPosition == new Vector2(Mathf.RoundToInt(startRoom.x), Mathf.RoundToInt(startRoom.y))) { current.displayRoom = true; } } }