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148 行
5.5 KiB

using System.Collections.Generic;
using UnityEngine;
using Unity.Entities;
[DisableAutoCreation]
public class GameModeSystemClient : ComponentSystem
{
struct Players
{
public ComponentArray<PlayerState> players;
}
struct GameModes
{
public ComponentArray<GameMode> gameModes;
}
[Inject]
Players PlayersGroup;
[Inject]
GameModes GameModesGroup;
public GameModeSystemClient(GameWorld world, ScoreboardUIBinding scoreboard, GameScore overlay)
{
m_ScoreboardUI = scoreboard;
m_ScoreboardUI.Clear();
m_OverlayUI = overlay;
m_OverlayUI.Clear();
}
public void Shutdown()
{
m_ScoreboardUI.Clear();
m_OverlayUI.Clear();
}
// TODO (ulfj) : We need to fix up these dependencies
public void SetLocalPlayerId(int playerId)
{
m_LocalPlayerId = playerId;
}
protected override void OnUpdate()
{
// Update individual player stats
// Use these indexes to fill up each of the team lists
var scoreBoardPlayerIndexes = new int[m_ScoreboardUI.teams.Length];
for(int i = 0, c = PlayersGroup.players.Length; i < c; ++i)
{
var player = PlayersGroup.players[i];
var teamIndex = player.teamIndex;
// TODO (petera) this feels kind of hacky
if (player.playerId == m_LocalPlayerId)
m_LocalPlayer = player;
var teamColor = Color.white;
int scoreBoardColumn = 0;
if(m_LocalPlayer)
{
bool friendly = teamIndex == m_LocalPlayer.teamIndex;
teamColor = friendly ? Game.game.gameColors[(int)Game.GameColor.Friend]: Game.game.gameColors[(int)Game.GameColor.Enemy];
scoreBoardColumn = friendly ? 0 : 1;
}
var idx = scoreBoardPlayerIndexes[scoreBoardColumn]++;
if(idx < m_ScoreboardUI.teams[scoreBoardColumn].players.Length)
{
if (player.score != -1)
m_ScoreboardUI.teams[scoreBoardColumn].players[idx].name.Format("{0} : {1}", player.playerName, player.score);
else
m_ScoreboardUI.teams[scoreBoardColumn].players[idx].name.Format("{0}", player.playerName);
m_ScoreboardUI.teams[scoreBoardColumn].players[idx].name.color = teamColor;
}
if (player.controlledEntity != Entity.Null)
{
if (EntityManager.HasComponent<CharacterPredictedState>(player.controlledEntity))
{
var character = EntityManager.GetComponentObject<CharacterPredictedState>(player.controlledEntity);
character.teamId = player.teamIndex;
}
}
}
// Clear all member text fields that was not used
for (var teamIndex = 0; teamIndex < m_ScoreboardUI.teams.Length; teamIndex++)
{
for (var idx = scoreBoardPlayerIndexes[teamIndex]; idx < m_ScoreboardUI.teams[teamIndex].players.Length; idx++)
{
m_ScoreboardUI.teams[teamIndex].players[idx].name.text = "";
}
}
if (m_LocalPlayer == null)
return;
// Update gamemode overlay
GameDebug.Assert(GameModesGroup.gameModes.Length < 2);
var gameMode = GameModesGroup.gameModes.Length > 0 ? GameModesGroup.gameModes[0] : null;
if(gameMode != null)
{
if (m_LocalPlayer.displayGameResult)
{
m_OverlayUI.message.text = m_LocalPlayer.gameResult;
}
else
m_OverlayUI.message.text = "";
var timeLeft = System.TimeSpan.FromSeconds(gameMode.gameTimerSeconds);
m_OverlayUI.timer.Format("{0}:{1:00}", timeLeft.Minutes, timeLeft.Seconds);
m_OverlayUI.timerMessage.text = gameMode.gameTimerMessage;
m_OverlayUI.objective.text = m_LocalPlayer.goalString;
m_OverlayUI.SetObjectiveProgress(m_LocalPlayer.goalCompletion, (int)m_LocalPlayer.goalAttackers, (int)m_LocalPlayer.goalDefenders, Game.game.gameColors[m_LocalPlayer.goalDefendersColor], Game.game.gameColors[m_LocalPlayer.goalAttackersColor]);
}
m_OverlayUI.action.text = m_LocalPlayer.actionString;
if(gameMode.teamScore0 >= 0 && gameMode.teamScore1 >= 0)
{
var friendColor = Game.game.gameColors[(int)Game.GameColor.Friend];
var enemyColor = Game.game.gameColors[(int)Game.GameColor.Enemy];
m_OverlayUI.team1Score.Format("{0}", m_LocalPlayer.teamIndex == 0 ? gameMode.teamScore0 : gameMode.teamScore1);
m_OverlayUI.team1Score.color = friendColor;
m_OverlayUI.team2Score.Format("{0}", m_LocalPlayer.teamIndex == 0 ? gameMode.teamScore1 : gameMode.teamScore0);
m_OverlayUI.team2Score.color = enemyColor;
}
m_ScoreboardUI.teams[0].score.Format("{0}", m_LocalPlayer.teamIndex == 0 ? gameMode.teamScore0 : gameMode.teamScore1);
m_ScoreboardUI.teams[1].score.Format("{0}", m_LocalPlayer.teamIndex == 0 ? gameMode.teamScore1 : gameMode.teamScore0);
m_ScoreboardUI.teams[0].name.text = m_LocalPlayer.teamIndex == 0 ? gameMode.teamName0 : gameMode.teamName1;
m_ScoreboardUI.teams[1].name.text = m_LocalPlayer.teamIndex == 0 ? gameMode.teamName1 : gameMode.teamName0;
}
int m_LocalPlayerId;
PlayerState m_LocalPlayer;
ScoreboardUIBinding m_ScoreboardUI;
GameScore m_OverlayUI;
}