示例#1
0
    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);
        }
    }
示例#2
0
    // RUMBLE

    public void SetRumbleController(tnRumbleController i_RumbleController)
    {
        m_RumbleController = i_RumbleController;
    }