Added UI and more

This commit is contained in:
2026-07-02 17:04:29 +03:00
parent eca9be620a
commit 8ac38208ae
190 changed files with 555483 additions and 101 deletions
@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
@@ -37,22 +38,28 @@ public class RoundManager : NetworkBehaviour
private List<PlayerHealth> alivePlayers = new List<PlayerHealth>();
private NetworkList<PlayerScore> playerScores;
private NetworkList<PlayerScore> playerScores = new NetworkList<PlayerScore>();
// pitDefenders[i] = ClientId игрока, которому принадлежит яма с pitIndex == i
private ulong[] pitDefenders;
private const ulong NoWinner = ulong.MaxValue;
private bool isTimerRunning = false;
public event Action<float> TimerChanged;
public event Action<int> RoundChanged;
public event Action ScoresChanged;
public override void OnNetworkSpawn()
{
currentRound.OnValueChanged += OnRoundChanged;
isRoundActive.OnValueChanged += OnRoundStateChanged;
roundTimeRemaining.OnValueChanged += OnRoundTimeChanged;
playerScores.OnListChanged += OnScoresChanged;
// roundTimeRemaining.OnValueChanged += OnTimerChanged;
if (IsServer)
if (IsServer)
{
// StartTimerServerRPC();
currentRound.Value = 0;
StartCoroutine(StartRoundWithDelay());
}
}
@@ -60,47 +67,51 @@ public class RoundManager : NetworkBehaviour
private void Update()
{
if (!IsServer) return;
if(!IsRoundActive) return;
if (!IsRoundActive) return;
roundTimeRemaining.Value = Mathf.Max(0f, roundTimeRemaining.Value - Time.deltaTime);
if(roundTimeRemaining.Value <= 0f)
if (roundTimeRemaining.Value <= 0f)
{
StartCoroutine(EndRound(0ul));
StartCoroutine(EndRound(NoWinner));
}
}
// public void OnTimerChanged(float _previousValue, float _newValue)
void Awake()
{
{
Current = this;
playerScores = new NetworkList<PlayerScore>();
roundTimeRemaining.Value = roundDuration.Value;
}
public void OnPlayerFellIntoPit(ulong _winnerClientId)
public void OnPlayerEnteredPit(int _pitIndex, ulong _enteringClientId)
{
if (!IsServer) return;
if (!isRoundActive.Value) return;
if(!isRoundActive.Value) return;
if (pitDefenders == null) return;
if (_pitIndex < 0 || _pitIndex >= pitDefenders.Length) return;
// Своя яма — не считается, побеждают только за попадание в ЧУЖУЮ яму.
// Для клона сюда приходит ClientId его ОРИГИНАЛА (см. PitZone) — правило работает так же.
if (_enteringClientId == pitDefenders[_pitIndex]) return;
AddScore(_enteringClientId);
StartCoroutine(EndRound(_enteringClientId));
}
private void AddScore(ulong _clientId)
{
for (int _i = 0; _i < playerScores.Count; _i++)
{
if (playerScores[_i].ClientId != _clientId) continue;
playerScores[_i] = new PlayerScore
{
ClientId = _winnerClientId,
ClientId = _clientId,
Score = playerScores[_i].Score + 1
};
break;
return;
}
StartCoroutine(EndRound(_winnerClientId));
}
public void OnPlayerDied(PlayerHealth _playerHealth)
@@ -118,10 +129,10 @@ public class RoundManager : NetworkBehaviour
public void RegisterPlayer(ulong _clientId)
{
if (!IsServer) return;
foreach (var _s in playerScores)
if (_s.ClientId == _clientId) return;
playerScores.Add(new PlayerScore { ClientId = _clientId, Score = 0 });
}
@@ -129,7 +140,14 @@ public class RoundManager : NetworkBehaviour
{
isRoundActive.Value = false;
string _winner = _winnerClientId != 0 ? $"Player {_winnerClientId} wins!" : "No winner";
// Сразу: стоп клонов + запись раунда в архив.
// Обязательно ДО WaitForSeconds — иначе клоны бегают и стреляют на экране победы.
if (GhostRoundManager.Current != null)
GhostRoundManager.Current.ServerEndRound();
string _winner = _winnerClientId == NoWinner
? "No winner (time up)"
: $"Player {_winnerClientId} wins!";
RoundEndedClientRPC(_winner);
@@ -143,17 +161,40 @@ public class RoundManager : NetworkBehaviour
private void RespawnAllPlayers()
{
if (!IsServer) return;
if (spawnPoints == null || spawnPoints.Length == 0) return;
var _allPlayers = FindObjectsByType<PlayerHealth>(FindObjectsSortMode.None);
PlayerHealth[] _found = FindObjectsByType<PlayerHealth>(FindObjectsSortMode.None);
// Только живые игроки: у клона тоже есть PlayerHealth,
// но ему нельзя давать яму и спавн-поинт
List<PlayerHealth> _players = new List<PlayerHealth>();
foreach (PlayerHealth _p in _found)
{
if (_p.GetComponent<GhostPlayer>() != null) continue;
_players.Add(_p);
}
// Детерминированный порядок раздачи ям: клон слепо повторяет прошлый раунд,
// значит "чья яма где" должно совпадать из раунда в раунд.
// FindObjectsByType порядок не гарантирует — сортируем по ClientId.
_players.Sort((_a, _b) => _a.OwnerClientId.CompareTo(_b.OwnerClientId));
alivePlayers.Clear();
for (int _q = 0; _q < _allPlayers.Length; _q++)
{
Vector3 _spawnPosition = spawnPoints[_q % spawnPoints.Length].position;
// Одна яма на игрока: игрок с индексом _q защищает яму pitIndex == _q
pitDefenders = new ulong[_players.Count];
_allPlayers[_q].Respawn(_spawnPosition);
alivePlayers.Add(_allPlayers[_q]);
for (int _q = 0; _q < _players.Count; _q++)
{
ulong _clientId = _players[_q].OwnerClientId;
RegisterPlayer(_clientId);
pitDefenders[_q] = _clientId;
Vector3 _spawnPosition = spawnPoints[_q % spawnPoints.Length].position;
_players[_q].Respawn(_spawnPosition);
alivePlayers.Add(_players[_q]);
}
}
@@ -161,14 +202,30 @@ public class RoundManager : NetworkBehaviour
{
yield return new WaitForSeconds(1f);
yield return new WaitUntil(() =>
FindObjectsByType<PlayerHealth>(FindObjectsSortMode.None).Length >= 2);
yield return new WaitUntil(() => CountRealPlayers() >= 2);
RespawnAllPlayers();
// Спавним клонов прошлых раундов и включаем запись у живых игроков
if (GhostRoundManager.Current != null)
GhostRoundManager.Current.ServerStartRound();
roundTimeRemaining.Value = roundDuration.Value;
isRoundActive.Value = true;
RoundStartedClientRPC(currentRound.Value);
}
// Считаем только настоящих игроков — у клонов тоже есть PlayerHealth
private int CountRealPlayers()
{
PlayerHealth[] _found = FindObjectsByType<PlayerHealth>(FindObjectsSortMode.None);
int _count = 0;
foreach (PlayerHealth _p in _found)
if (_p.GetComponent<GhostPlayer>() == null) _count++;
return _count;
}
[ClientRpc]
private void RoundStartedClientRPC(int _round)
{
@@ -182,6 +239,23 @@ public class RoundManager : NetworkBehaviour
}
public bool IsRoundActive => isRoundActive.Value;
public int CurrentRound => currentRound.Value;
public float RoundTimeRemaining => roundTimeRemaining.Value;
public int GetScore(ulong _clientId)
{
foreach (PlayerScore _s in playerScores)
if (_s.ClientId == _clientId) return _s.Score;
return 0;
}
// Для 2 игроков: счёт первого игрока, чей ClientId не равен локальному
public int GetEnemyScore(ulong _localClientId)
{
foreach (PlayerScore _s in playerScores)
if (_s.ClientId != _localClientId) return _s.Score;
return 0;
}
public override void OnNetworkDespawn()
{
@@ -190,15 +264,27 @@ public class RoundManager : NetworkBehaviour
currentRound.OnValueChanged -= OnRoundChanged;
isRoundActive.OnValueChanged -= OnRoundStateChanged;
roundTimeRemaining.OnValueChanged -= OnRoundTimeChanged;
playerScores.OnListChanged -= OnScoresChanged;
}
private void OnScoresChanged(NetworkListEvent<PlayerScore> _event)
{
ScoresChanged?.Invoke();
}
private void OnRoundTimeChanged(float _previousValue, float _newValue)
{
TimerChanged?.Invoke(_newValue);
}
private void OnRoundChanged(int _previousValue, int _newValue)
{
RoundChanged?.Invoke(_newValue);
}
private void OnRoundStateChanged(bool _previousValue, bool _newValue)
{
}
}
}