Fixed the platform issue

dev-main
Hazim Bin Ijaz 6 days ago
parent 26db5c3cf1
commit 36ad72556b

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@ -37,6 +37,16 @@ namespace Unity.Multiplayer.Samples.BossRoom
}
}
public void RefreshCollider()
{
if (platformCollider != null)
{
platformCollider.enabled = false; // Temporarily disable collider
platformCollider.enabled = true; // Re-enable to refresh
}
}
public void AssignID(int id)
{
if (IsServer)

@ -9,7 +9,7 @@ namespace Unity.Multiplayer.Samples.BossRoom
{
public class PlatformManager : NetworkBehaviour
{
public static PlatformManager Instance;
public static PlatformManager Instance { get; private set; }
public List<Platform> m_Platforms;
public Transform centerPoint;
public float shapeRadius = 5f;
@ -50,75 +50,136 @@ namespace Unity.Multiplayer.Samples.BossRoom
PlatformSelection();
}
public void ArrangePlatforms()
private void PlatformSelection()
{
List<Platform> activePlatforms = m_Platforms.Where(p => p.gameObject.activeSelf).ToList();
int platformCount = activePlatforms.Count;
Debug.Log("Count of Active Platforms is: " + platformCount);
if (platformCount < 3) return; // Minimum 3 platforms for a shape
int platformsToSpawn = PlayerPrefs.GetInt("NumberOfLobbyPlayers", 1) - 1;
float angleStep = 360f / platformCount;
float startAngle = 90f; // Start from top
// Disable all platforms initially
foreach (var platform in m_Platforms)
{
platform.gameObject.SetActive(false);
}
for (int i = 0; i < platformCount; i++)
// Enable required platforms
for (int i = 0; i < platformsToSpawn; i++)
{
float angle = startAngle + (i * angleStep);
float radians = angle * Mathf.Deg2Rad;
m_Platforms[i].gameObject.SetActive(true);
}
// Filter only active platforms
m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList();
int[] platformIDs = m_Platforms.Select(p => p.PlatformID.Value).ToArray();
// Arrange the active platforms
List<Vector3> arrangedPositions = ArrangePlatforms(m_Platforms);
Vector3 newPosition = new Vector3(
centerPoint.position.x + shapeRadius * Mathf.Cos(radians),
centerPoint.position.y,
centerPoint.position.z + shapeRadius * Mathf.Sin(radians)
);
// Ensure positions are not empty before sending RPC
if (platformIDs.Length != arrangedPositions.Count || arrangedPositions.Count == 0)
{
Debug.LogError($"[PlatformSelection] ERROR: Mismatch! platformIDs: {platformIDs.Length}, positions: {arrangedPositions.Count}");
return; // Prevent sending incorrect RPC
}
activePlatforms[i].transform.position = newPosition;
for (int i = 0; i < m_Platforms.Count; i++)
{
m_Platforms[i].transform.position = arrangedPositions[i];
m_Platforms[i].RefreshCollider();
}
// Send the data to all clients
SyncPlatformsClientRpc(platformIDs, arrangedPositions.ToArray());
}
private void PlatformSelection()
private List<Vector3> ArrangePlatforms(List<Platform> activePlatforms)
{
//int platformsToSpawn = 5;
int platformsToSpawn = PlayerPrefs.GetInt("NumberOfLobbyPlayers", 1) - 1;
int platformCount = activePlatforms.Count;
foreach (var platform in m_Platforms)
if (platformCount == 0)
{
platform.gameObject.SetActive(false);
Debug.LogError($"[ArrangePlatforms] No active platforms found!");
return new List<Vector3>();
}
for (int i = 0; i < platformsToSpawn; i++)
float startAngle = 90f; // Start from top
List<Vector3> arrangedPositions = new List<Vector3>();
// Special case: If 2 platforms, place them opposite to each other
if (platformCount == 2)
{
m_Platforms[i].gameObject.SetActive(true);
arrangedPositions.Add(centerPoint.position + new Vector3(shapeRadius, 0, 0)); // Right side
arrangedPositions.Add(centerPoint.position + new Vector3(-shapeRadius, 0, 0)); // Left side
}
else
{
float angleStep = 360f / platformCount;
m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList();
int[] platformIDs = m_Platforms.Select(p => p.PlatformID.Value).ToArray();
for (int i = 0; i < platformCount; i++)
{
float angle = startAngle + (i * angleStep);
float radians = angle * Mathf.Deg2Rad;
Vector3 newPosition = new Vector3(
centerPoint.position.x + shapeRadius * Mathf.Cos(radians),
centerPoint.position.y,
centerPoint.position.z + shapeRadius * Mathf.Sin(radians)
);
ClientEnablePlatformClientRpc(platformIDs);
ArrangePlatforms();
arrangedPositions.Add(newPosition);
Debug.Log($"[ArrangePlatforms] Assigned position {i}: {newPosition} to Platform ID: {activePlatforms[i].PlatformID.Value}");
}
}
Debug.Log($"[ArrangePlatforms] Successfully arranged {arrangedPositions.Count} platforms.");
return arrangedPositions;
}
[ClientRpc]
private void ClientEnablePlatformClientRpc(int[] platformIDs)
private void SyncPlatformsClientRpc(int[] platformIDs, Vector3[] positions)
{
Debug.Log($"[SyncPlatformsClientRpc] Received {platformIDs.Length} platforms to activate.");
if (platformIDs.Length != positions.Length)
{
Debug.LogError($"[SyncPlatformsClientRpc] Data mismatch! Platform IDs: {platformIDs.Length}, Positions: {positions.Length}");
return;
}
m_Platforms = GetComponentsInChildren<Platform>(true).ToList();
foreach (var platform in m_Platforms)
{
platform.gameObject.SetActive(false);
}
foreach (int id in platformIDs)
List<Platform> activatedPlatforms = m_Platforms
.Where(p => platformIDs.Contains(p.PlatformID.Value))
.OrderBy(p => p.PlatformID.Value)
.ToList();
if (activatedPlatforms.Count != platformIDs.Length)
{
var platformToEnable = m_Platforms.FirstOrDefault(p => p.PlatformID.Value == id);
if (platformToEnable != null)
{
platformToEnable.gameObject.SetActive(true);
}
Debug.LogError($"[SyncPlatformsClientRpc] ERROR: Expected {platformIDs.Length} platforms but found {activatedPlatforms.Count} on the client.");
return;
}
m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList();
for (int i = 0; i < activatedPlatforms.Count; i++)
{
activatedPlatforms[i].gameObject.SetActive(true);
activatedPlatforms[i].transform.position = positions[i];
// Force Collider Refresh
activatedPlatforms[i].RefreshCollider();
Debug.Log($"[SyncPlatformsClientRpc] Activated Platform ID: {activatedPlatforms[i].PlatformID.Value} at {positions[i]}");
}
Debug.Log($"[SyncPlatformsClientRpc] Successfully activated {activatedPlatforms.Count} platforms.");
}
public Platform FindNearestUnoccupiedPlatform(Vector3 position)
{
if (!IsServer) return null;
@ -156,328 +217,3 @@ namespace Unity.Multiplayer.Samples.BossRoom
}
}
}
//using System.Collections;
//using System.Collections.Generic;
//using System.Linq;
//using Unity.BossRoom.Gameplay.GameplayObjects.Character;
//using Unity.Netcode;
//using UnityEngine;
//namespace Unity.Multiplayer.Samples.BossRoom
//{
// public class PlatformManager : NetworkBehaviour
// {
// public static PlatformManager Instance;
// public List<Platform> m_Platforms;
// public int numberOfPlayers = 2; // Number of players (n)
// private void Awake()
// {
// if (Instance != null && Instance != this)
// {
// Destroy(gameObject);
// }
// else
// {
// Instance = this;
// }
// }
// private void Start()
// {
// if (IsServer)
// {
// InitializePlatforms();
// StartCoroutine(DelayedServerSetup());
// }
// }
// #region DistancePlatform
// public List<Platform> platforms; // Assign all platforms in the Inspector
// private List<Platform> activePlatforms = new List<Platform>(); // Stores only active platforms
// private Dictionary<string, float> platformDistances = new Dictionary<string, float>(); // Stores distances
// private List<float> sortedUniqueDistances = new List<float>(); // Stores unique sorted distances
// public List<Transform> platformTransforms; // Assign platform GameObjects here
// public Transform centerPoint; // Center position where the shape will form
// public float shapeRadius = 5f;
// void Starter()
// {
// UpdateActivePlatforms();
// PrecomputeDistances();
// }
// public void ArrangePlatforms()
// {
// // Get only active platforms
// List<Transform> activePlatforms = platformTransforms.Where(p => p.gameObject.activeSelf).ToList();
// int count = activePlatforms.Count;
// if (count < 3)
// {
// Debug.LogWarning("Not enough platforms to form a shape!");
// return;
// }
// // Arrange them in a regular polygon shape
// PlacePlatformsInShape(activePlatforms, count);
// }
// private void PlacePlatformsInShape(List<Transform> platforms, int count)
// {
// float angleStep = 360f / count; // Equal angles for each platform
// float startAngle = 90f; // Start from the top (adjust if needed)
// for (int i = 0; i < count; i++)
// {
// float angle = startAngle + (i * angleStep);
// float radians = angle * Mathf.Deg2Rad;
// // Calculate new position using circle formula
// Vector3 newPosition = new Vector3(
// centerPoint.position.x + shapeRadius * Mathf.Cos(radians),
// centerPoint.position.y,
// centerPoint.position.z + shapeRadius * Mathf.Sin(radians)
// );
// // Move platform to its new position
// platforms[i].position = newPosition;
// }
// }
// public void UpdateActivePlatforms()
// {
// // Refresh the active platforms list
// activePlatforms = platforms.Where(p => p.gameObject.activeSelf).ToList();
// }
// private void PrecomputeDistances()
// {
// platformDistances.Clear();
// sortedUniqueDistances.Clear();
// if (activePlatforms.Count < 2)
// {
// Debug.LogWarning("Not enough active platforms to calculate distances.");
// return;
// }
// HashSet<float> uniqueDistances = new HashSet<float>();
// // Compute and store distances between all active platform pairs
// for (int i = 0; i < activePlatforms.Count; i++)
// {
// for (int j = i + 1; j < activePlatforms.Count; j++)
// {
// Platform platformA = activePlatforms[i];
// Platform platformB = activePlatforms[j];
// float rawDistance = Vector3.Distance(platformA.transform.position, platformB.transform.position);
// float roundedDistance = Mathf.Round(rawDistance * 100f) / 100f; // Rounds to 2 decimal places
// uniqueDistances.Add(roundedDistance);
// string key = GetPlatformKey(platformA, platformB);
// platformDistances[key] = roundedDistance;
// }
// }
// // Convert unique distances into a sorted list
// sortedUniqueDistances = uniqueDistances.OrderBy(d => d).ToList();
// Debug.Log("Sorted unique distances: " + string.Join(", ", sortedUniqueDistances));
// }
// public float CalculateScore(Platform platformA, Platform platformB)
// {
// if(platformA== null)
// {
// Debug.Log("platformA is null");
// }
// if(platformB == null)
// {
// Debug.Log("platformB is null");
// }
// if (!platformA.gameObject.activeSelf || !platformB.gameObject.activeSelf)
// {
// Debug.Log("One or both selected platforms are not active.");
// return -1;
// }
// Debug.Log("PlatformKey getter");
// string key = GetPlatformKey(platformA, platformB);
// Debug.Log("PlatformKey getter2");
// if (!platformDistances.ContainsKey(key))
// {
// Debug.LogError("Distance for selected platforms not found!");
// return -1;
// }
// float distance = platformDistances[key];
// float scoreMultiplier = GetMultiplier(distance);
// Debug.Log($"Platforms {platformA.name} & {platformB.name} selected. Distance: {distance:F2}, Score Multiplier: {scoreMultiplier}");
// return scoreMultiplier;
// }
// private float GetMultiplier(float distance)
// {
// if (sortedUniqueDistances.Count == 0)
// {
// return 1.0f; // Default if no distances are calculated
// }
// // Find the index of the selected distance in the sorted list
// int index = sortedUniqueDistances.IndexOf(distance);
// // Multiplier starts from 1.0 and increases by 0.1 per step
// return 1.0f + (index * 0.1f);
// }
// private string GetPlatformKey(Platform platformA, Platform platformB)
// {
// return platformA.name + "_" + platformB.name;
// }
// #endregion
// /// <summary>
// /// Initializes platform list and assigns unique IDs.
// /// </summary>
// private void InitializePlatforms()
// {
// m_Platforms = GetComponentsInChildren<Platform>(true).ToList();
// for (int i = 0; i < m_Platforms.Count; i++)
// {
// m_Platforms[i].AssignID(i + 1); // Assign unique IDs to platforms
// }
// }
// /// <summary>
// /// Delayed server setup to allow other components to initialize.
// /// </summary>
// private IEnumerator DelayedServerSetup()
// {
// yield return new WaitForSeconds(0.5f);
// PlatformSelection();
// }
// /// <summary>
// /// Server-side logic to select and enable platforms based on player count.
// /// </summary>
// private void PlatformSelection()
// {
// int platformsToSpawn = PlayerPrefs.GetInt("NumberOfLobbyPlayers",1) - 1;
// //int platformsToSpawn = 2;
// // Disable all platforms initially
// foreach (var platform in m_Platforms)
// {
// platform.gameObject.SetActive(false);
// }
// // Enable required number of platforms
// for (int i = 0; i < platformsToSpawn; i++)
// {
// Debug.Log(m_Platforms[i].gameObject.name + " is activated");
// m_Platforms[i].gameObject.SetActive(true);
// }
// m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList();
// int[] platformIDs = m_Platforms.Select(p => p.PlatformID.Value).ToArray();
// // Notify clients to enable corresponding platforms
// ClientEnablePlatformClientRpc(platformIDs);
// }
// /// <summary>
// /// ClientRpc to enable platforms on the client side.
// /// </summary>
// [ClientRpc]
// private void ClientEnablePlatformClientRpc(int[] platformIDs)
// {
// m_Platforms = GetComponentsInChildren<Platform>(true).ToList();
// // Disable all platforms initially
// foreach (var platform in m_Platforms)
// {
// platform.gameObject.SetActive(false);
// }
// // Enable specified platforms
// foreach (int id in platformIDs)
// {
// var platformToEnable = m_Platforms.FirstOrDefault(p => p.PlatformID.Value == id);
// if (platformToEnable != null)
// {
// platformToEnable.gameObject.SetActive(true);
// }
// }
// m_Platforms = m_Platforms.Where(platform => platform.gameObject.activeSelf).ToList();
// Starter();
// }
// /// <summary>
// /// Finds the nearest unoccupied platform to a given position.
// /// Server-only method.
// /// </summary>
// public Platform FindNearestUnoccupiedPlatform(Vector3 position)
// {
// if (!IsServer)
// {
// Debug.LogError("FindNearestUnoccupiedPlatform should only be called on the server.");
// return null;
// }
// return m_Platforms
// .Where(platform => !platform.IsOccupied)
// .OrderBy(platform => Vector3.Distance(position, platform.transform.position))
// .FirstOrDefault();
// }
// /// <summary>
// /// Checks if all platforms are occupied.
// /// </summary>
// public bool AreAllPlatformsOccupied()
// {
// return m_Platforms.All(platform => platform.IsOccupied);
// }
// /// <summary>
// /// Gets the platform occupied by a specific player.
// /// </summary>
// public Platform GetPlatformOccupiedByPlayer(ServerCharacter player)
// {
// return m_Platforms.FirstOrDefault(p => p.IsOccupied && p.GetOccupierId() == player.OwnerClientId);
// }
// /// <summary>
// /// Checks if a platform is occupied.
// /// </summary>
// public bool IsPlatformOccupied(Platform platform)
// {
// return platform.IsOccupied;
// }
// /// <summary>
// /// Gets the position of a platform by its ID.
// /// </summary>
// public Vector3 GetPlatformPosition(int platformId)
// {
// var platform = m_Platforms.FirstOrDefault(p => p.PlatformID.Value == platformId);
// return platform ? platform.transform.position : Vector3.zero;
// }
// /// <summary>
// /// Gets a platform by its ID.
// /// </summary>
// public Platform GetPlatformById(int platformId)
// {
// return m_Platforms.FirstOrDefault(p => p.PlatformID.Value == platformId);
// }
// }
//}

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