Scoring UI and Bird Texture Update

dev-main-mobile
Ali Sharoz 2 months ago
parent e26bd70115
commit 798cf1f5f7

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@ -148,7 +148,7 @@ namespace Unity.Multiplayer.Samples.BossRoom
score *= multiplier;
Debug.Log($"[Occupy] Calculated score for player {player.OwnerClientId}: {score}");
ScoreManager.Instance.AddPlayerScore(player.OwnerClientId, score);
ScoreManager.Instance.AddPlayerScore(player.OwnerClientId, score);
}
Debug.Log($"[Occupy] Player {player.OwnerClientId} successfully occupied platform {PlatformID.Value}. Starting penalty coroutine.");

@ -3,6 +3,8 @@ using System.Collections.Generic;
using Unity.Multiplayer.Samples.BossRoom;
using UnityEngine;
using Unity.Netcode;
using System;
using Unity.Services.Lobbies.Models;
public class ScoreManager : NetworkBehaviour
{
@ -10,7 +12,7 @@ public class ScoreManager : NetworkBehaviour
public Dictionary<ulong, int> playerScores = new Dictionary<ulong, int>();
public Dictionary<ulong, string> playerNames = new Dictionary<ulong, string>();
public static Action<ulong, int> OnScoreUpdated;
private void Awake()
{
if (Instance != null && Instance != this)
@ -59,7 +61,7 @@ public class ScoreManager : NetworkBehaviour
// Update the scoreboard
Scoreboard.instance.InitializeScoreboardItem(ownerClientId, score, playerName);
}
public void UpdatePlayerScore(ulong ownerClientId, int newScore)
{
if (playerScores.ContainsKey(ownerClientId))
@ -93,6 +95,8 @@ public class ScoreManager : NetworkBehaviour
{
if (playerScores.ContainsKey(ownerClientId))
{
OnScoreUpdateInvokerClientRpc(ownerClientId, scoreToAdd);
//OnScoreUpdated?.Invoke(ownerClientId, playerScores[ownerClientId]);
playerScores[ownerClientId] += scoreToAdd;
UpdatePlayerScore(ownerClientId, playerScores[ownerClientId]);
}
@ -102,11 +106,17 @@ public class ScoreManager : NetworkBehaviour
{
if (playerScores.TryGetValue(ownerClientId, out var score))
{
OnScoreUpdateInvokerClientRpc(ownerClientId, -scoreToSubtract);
int newScore = Mathf.Max(0, score - scoreToSubtract);
UpdatePlayerScore(ownerClientId, newScore);
}
}
[ClientRpc]
void OnScoreUpdateInvokerClientRpc(ulong id, int score)
{
OnScoreUpdated?.Invoke(id, score);
}
public void StartCrowPenaltyCoroutine()
{
StartCoroutine(ApplyCrowPenaltyCoroutine());

@ -0,0 +1,69 @@
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using System.Collections;
namespace Unity.BossRoom.Gameplay.UI
{
public class FloatingScore : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI scoreChangeText; // The text component
[SerializeField] private Image backgroundImage; // The background image
[SerializeField] private float animationDuration = 1.5f; // How long the animation lasts
[SerializeField] private Vector3 floatOffset = new Vector3(0, 2f, 0); // How far upward to move
private CanvasGroup canvasGroup; // Used for fading
private void Awake()
{
canvasGroup = gameObject.AddComponent<CanvasGroup>(); // Adds a CanvasGroup for fading
}
/// <summary>
/// Initializes the floating score effect.
/// </summary>
/// <param name="change">The amount by which the score changed.</param>
public void Initialize(int change)
{
// Set the text to display the score change, adding a '+' for positive changes.
if (change >= 0)
{
scoreChangeText.text = $"+{change}";
backgroundImage.color = new Color(0.66f, 1f, 0.38f, 1f); // Green for increases
}
else
{
scoreChangeText.text = $"{change}";
backgroundImage.color = new Color(1f, 0.4f, 0.38f, 1f); // Red for decreases
}
StartCoroutine(Animate());
}
/// <summary>
/// Animates the floating score effect.
/// </summary>
private IEnumerator Animate()
{
float elapsedTime = 0f;
Vector3 startPosition = transform.position;
Vector3 endPosition = startPosition + floatOffset;
while (elapsedTime < animationDuration)
{
float t = elapsedTime / animationDuration;
transform.position = Vector3.Lerp(startPosition, endPosition, t);
canvasGroup.alpha = Mathf.Lerp(1f, 0f, t);
elapsedTime += Time.deltaTime;
yield return null;
}
// Ensure final position and alpha values
transform.position = endPosition;
canvasGroup.alpha = 0f;
Destroy(gameObject); // Destroy the effect once the animation is complete
}
}
}

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@ -1,4 +1,5 @@
using System;
using TMPro;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.BossRoom.Utils;
using Unity.Netcode;
@ -18,7 +19,16 @@ namespace Unity.BossRoom.Gameplay.UI
[SerializeField]
UIHealth m_UIHealth;
public FloatingScore floatingScorePrefab;
private void OnEnable()
{
ScoreManager.OnScoreUpdated += OnScoreChanged;
}
private void OnDisable()
{
ScoreManager.OnScoreUpdated -= OnScoreChanged;
}
public void DisplayName(NetworkVariable<FixedPlayerName> networkedName)
{
m_UIName.gameObject.SetActive(true);
@ -39,5 +49,31 @@ namespace Unity.BossRoom.Gameplay.UI
{
m_UIHealth.gameObject.SetActive(false);
}
[SerializeField] private Transform scoreEffectSpawnPoint; // position above the head for the effect
private int previousScore = 0;
// Called when the NetworkVariable changes.
private void OnScoreChanged(ulong oldScore, int newScore)
{
// Trigger a floating effect on all clients.
// Using a ClientRpc so that every client sees the same effect.
// if (NetworkManager.Singleton.IsServer)
{
RpcPlayScoreAnimationClientRpc(newScore, scoreEffectSpawnPoint);
}
}
// This ClientRpc will be executed on all clients.
[ClientRpc]
private void RpcPlayScoreAnimationClientRpc(int change, UnityEngine.Transform spawnPosition)
{
// Instantiate the floating score effect prefab on each client.
FloatingScore effect = Instantiate(floatingScorePrefab, spawnPosition);
effect.transform.localPosition = Vector3.zero;
effect.transform.localEulerAngles= Vector3.zero;
effect.Initialize(change);
}
}
}

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