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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/PlatformManager.cs

220 lines
7.5 KiB
C#

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 { get; private set; }
public List<Platform> m_Platforms;
public Transform centerPoint;
public float shapeRadius = 5f;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
}
else
{
Instance = this;
}
}
private void Start()
{
if (IsServer)
{
InitializePlatforms();
StartCoroutine(DelayedServerSetup());
}
}
private void InitializePlatforms()
{
m_Platforms = GetComponentsInChildren<Platform>(true).ToList();
for (int i = 0; i < m_Platforms.Count; i++)
{
m_Platforms[i].AssignID(i + 1);
}
}
private IEnumerator DelayedServerSetup()
{
yield return new WaitForSeconds(0.5f);
PlatformSelection();
}
private void PlatformSelection()
{
int platformsToSpawn = PlayerPrefs.GetInt("NumberOfLobbyPlayers", 1) - 1;
// Disable all platforms initially
foreach (var platform in m_Platforms)
{
platform.gameObject.SetActive(false);
}
// Enable required platforms
for (int i = 0; i < platformsToSpawn; i++)
{
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);
// Ensure positions are not empty before sending RPC
if (platformIDs.Length != arrangedPositions.Count || arrangedPositions.Count == 0)
{
Debug.LogError($"[PlatformSelection] ERROR: Mismatch! platformIDs: {platformIDs.Length}, positions: {arrangedPositions.Count}");
return; // Prevent sending incorrect RPC
}
for (int i = 0; i < m_Platforms.Count; i++)
{
m_Platforms[i].transform.position = arrangedPositions[i];
m_Platforms[i].RefreshCollider();
}
// Send the data to all clients
SyncPlatformsClientRpc(platformIDs, arrangedPositions.ToArray());
}
private List<Vector3> ArrangePlatforms(List<Platform> activePlatforms)
{
int platformCount = activePlatforms.Count;
if (platformCount == 0)
{
Debug.LogError($"[ArrangePlatforms] No active platforms found!");
return new List<Vector3>();
}
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)
{
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;
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)
);
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 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);
}
List<Platform> activatedPlatforms = m_Platforms
.Where(p => platformIDs.Contains(p.PlatformID.Value))
.OrderBy(p => p.PlatformID.Value)
.ToList();
if (activatedPlatforms.Count != platformIDs.Length)
{
Debug.LogError($"[SyncPlatformsClientRpc] ERROR: Expected {platformIDs.Length} platforms but found {activatedPlatforms.Count} on the client.");
return;
}
for (int i = 0; i < activatedPlatforms.Count; i++)
{
activatedPlatforms[i].gameObject.SetActive(true);
activatedPlatforms[i].transform.position = positions[i];
// Force Collider Refresh
activatedPlatforms[i].RefreshCollider();
Debug.Log($"[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;
return m_Platforms
.Where(platform => !platform.IsOccupied)
.OrderBy(platform => Vector3.Distance(position, platform.transform.position))
.FirstOrDefault();
}
public bool AreAllPlatformsOccupied()
{
return m_Platforms.All(platform => platform.IsOccupied);
}
public Platform GetPlatformOccupiedByPlayer(ServerCharacter player)
{
return m_Platforms.FirstOrDefault(p => p.IsOccupied && p.GetOccupierId() == player.OwnerClientId);
}
public bool IsPlatformOccupied(Platform platform)
{
return platform.IsOccupied;
}
public Vector3 GetPlatformPosition(int platformId)
{
var platform = m_Platforms.FirstOrDefault(p => p.PlatformID.Value == platformId);
return platform ? platform.transform.position : Vector3.zero;
}
public Platform GetPlatformById(int platformId)
{
return m_Platforms.FirstOrDefault(p => p.PlatformID.Value == platformId);
}
}
}