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Karrar
2024-03-27 22:26:13 +03:00
commit 0caf47a728
223 changed files with 32253 additions and 0 deletions

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using System.Collections.Generic;
using UnityEngine;
using Netick;
using Netick.Unity;
namespace Netick.Samples.Bomberman
{
public class BombermanEventsHandler : NetworkEventsListener
{
public List<BombermanController> AlivePlayers = new List<BombermanController>();
public Vector3[] SpawnPositions = new Vector3[4]
{
new Vector3(11, 9, 0),
new Vector3(11, 1, 0),
new Vector3(1, 9, 0),
new Vector3(1, 1, 0)
};
private GameObject _playerPrefab;
private Queue<Vector3> _freePositions = new Queue<Vector3>(4);
// ******************* Netick Callbacks *******************
// This is called on the server and the clients when Netick has started.
public override void OnStartup(NetworkSandbox sandbox)
{
_playerPrefab = sandbox.GetPrefab("Bomberman Player");
sandbox.InitializePool(sandbox.GetPrefab("Bomb"), 5);
}
// This is called to read inputs.
public override void OnInput(NetworkSandbox sandbox)
{
var input = sandbox.GetInput<BombermanInput>();
input.Movement = GetMovementDir();
input.PlantBomb |= Input.GetKeyDown(KeyCode.Space);
sandbox.SetInput(input);
}
// This is called on the server when a player has connected.
public override void OnPlayerConnected(NetworkSandbox sandbox, NetworkPlayer networkPlayer)
{
var player = sandbox.NetworkInstantiate(_playerPrefab, SpawnPositions[Sandbox.ConnectedPlayers.Count], Quaternion.identity, networkPlayer).GetComponent<BombermanController>();
networkPlayer.PlayerObject = player.gameObject;
AlivePlayers.Add(player);
}
// This is called on the server when a client has disconnected.
public override void OnClientDisconnected(NetworkSandbox sandbox, NetworkConnection client, TransportDisconnectReason reason)
{
_freePositions.Enqueue(((GameObject)client.PlayerObject).GetComponent<BombermanController>().SpawnPos);
}
public override void OnConnectRequest(NetworkSandbox sandbox, NetworkConnectionRequest request)
{
if (_freePositions.Count < 1)
request.Refuse();
}
// This is called on the server and the clients when the scene has been loaded.
public override void OnSceneLoaded(NetworkSandbox sandbox)
{
if (sandbox.IsClient)
return;
_freePositions.Clear();
for (int i = 0; i < 4; i++)
_freePositions.Enqueue(SpawnPositions[i]);
RestartGame();
}
// ******************* ********************
public void RestartGame()
{
DestroyLevel();
CreateNewLevel();
foreach (var player in Sandbox.ConnectedPlayers)
((GameObject)player.PlayerObject).GetComponent<BombermanController>().Respawn();
}
private void DestroyLevel()
{
var blocks = Sandbox.FindObjectsOfType<Block>();
var bombs = Sandbox.FindObjectsOfType<Bomb>();
foreach (var block in blocks)
Sandbox.Destroy(block.Object);
foreach (var bomb in bombs)
Sandbox.Destroy(bomb.Object);
}
private void CreateNewLevel()
{
var blockPrefab = Sandbox.GetPrefab("DestroyableBlock");
var powerUpPrefab = Sandbox.GetPrefab("Power Up");
var numberOfBoosters = Random.Range(2, 4+1);
var takenPositions = new List<Vector3>();
var maxX = 11;
var maxY = 9;
for (int x = 1; x <= maxX; x++)
{
for (int y = 1; y <= maxY; y++)
{
var spawn = Random.value > 0.5f;
var pos = new Vector3(x, y);
if (spawn && IsValidPos(pos))
{
Sandbox.NetworkInstantiate(blockPrefab, pos, Quaternion.identity);
takenPositions.Add(pos);
}
}
}
while (numberOfBoosters > 0)
{
var randomPos = new Vector3(Random.Range(1, 11+1), Random.Range(1, 9+1), 0);
var type = (Random.value > 0.5f) ? PowerUpType.Speed : PowerUpType.IncreaseBombs;
if (!takenPositions.Contains(randomPos) && IsValidPos(randomPos))
{
var booster = Sandbox.NetworkInstantiate(powerUpPrefab, randomPos, Quaternion.identity).GetComponent<PowerUp>();
booster.Type = type;
numberOfBoosters--;
}
}
}
private bool IsValidPos(Vector3 pos)
{
// if the pos is the position of a static block, we ignore it
if ((pos.x >= 2 && pos.x <= 10) && (pos.y >= 2 && pos.y <= 8))
if (pos.x % 2 == 0 && pos.y % 2 == 0)
return false;
// if the pos is near the position of the spawn locations of the players, we ignore it
foreach (var loc in SpawnPositions)
{
if (pos == loc)
return false;
if (pos == loc + Vector3.up || pos == loc + Vector3.down)
return false;
if (pos == loc + Vector3.left || pos == loc + Vector3.right)
return false;
}
return true;
}
public void KillPlayer(BombermanController bomber)
{
AlivePlayers.Remove(bomber);
if (AlivePlayers.Count == 1)
{
AlivePlayers[0].Score++;
RestartGame();
}
else if (AlivePlayers.Count < 1)
RestartGame();
}
public void RespawnPlayer(BombermanController bomber)
{
if (!AlivePlayers.Contains(bomber))
AlivePlayers.Add(bomber);
}
private Vector2 GetMovementDir()
{
if (Input.GetKey(KeyCode.W))
return Vector2.up;
else if (Input.GetKey(KeyCode.D))
return Vector2.right;
else if (Input.GetKey(KeyCode.S))
return Vector2.down;
else if (Input.GetKey(KeyCode.A))
return Vector2.left;
else
return Vector2.zero;
}
}
}