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Adding a basic intro to the minigame.

/main/staging/ngo_minigame_cleanup
nathaniel.buck@unity3d.com 3 年前
当前提交
12a7518e
共有 11 个文件被更改,包括 1950 次插入140 次删除
  1. 860
      Assets/Prefabs/InGame/InGameLogic.prefab
  2. 1
      Assets/Scripts/Infrastructure/Messenger.cs
  3. 2
      Assets/Scripts/Netcode/InGameRunner.cs
  4. 20
      Assets/Scripts/Netcode/SequenceSelector.cs
  5. 2
      Assets/Scripts/Netcode/SymbolContainer.cs
  6. 1001
      Assets/Prefabs/InGame/IntroAnimation.anim
  7. 8
      Assets/Prefabs/InGame/IntroAnimation.anim.meta
  8. 152
      Assets/Prefabs/InGame/IntroOutroAnimator.controller
  9. 8
      Assets/Prefabs/InGame/IntroOutroAnimator.controller.meta
  10. 25
      Assets/Scripts/Netcode/IntroOutroRunner.cs
  11. 11
      Assets/Scripts/Netcode/IntroOutroRunner.cs.meta

860
Assets/Prefabs/InGame/InGameLogic.prefab


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1
Assets/Scripts/Infrastructure/Messenger.cs


CancelCountdown = 201,
CompleteCountdown = 202,
GameBeginning = 203,
InstructionsShown = 204,
DisplayErrorPopup = 300,
}

2
Assets/Scripts/Netcode/InGameRunner.cs


[SerializeField] private SequenceSelector m_sequenceSelector = default;
[SerializeField] private Scorer m_scorer = default;
[SerializeField] private SymbolKillVolume m_killVolume = default;
[SerializeField] private IntroOutroRunner m_introOutroRunner = default;
private Transform m_symbolContainerInstance;
private ulong m_localId; // This is not necessarily the same as the OwnerClientId, since all clients will see all spawned objects regardless of ownership.

{
m_canSpawnInGameObjects = true;
Locator.Get.Messenger.OnReceiveMessage(MessageType.GameBeginning, null); // TODO: Might need to delay this a frame to ensure the client finished initializing (since I sometimes hit the "failed to join" message even when joining).
m_introOutroRunner.DoIntro();
}
public void Update()

20
Assets/Scripts/Netcode/SequenceSelector.cs


/// Handles selecting the randomized sequence of symbols to spawn. This also selects a subset of the selected symbols to be the target
/// sequence that each player needs to select in order.
/// </summary>
public class SequenceSelector : NetworkBehaviour
public class SequenceSelector : NetworkBehaviour, IReceiveMessages
{
[SerializeField] private SymbolData m_symbolData = default;
[SerializeField] private Image[] m_targetSequenceOutput = default;

private bool m_canAnimateTargets = false;
private List<int> m_fullSequence = new List<int>(); // This is owned by the host, and each index is assigned as a NetworkVariable to each SymbolObject.
private NetworkList<int> m_targetSequence; // This is owned by the host but needs to be available to all clients, so it's a NetworkedList here.

{
m_targetSequence = new NetworkList<int>();
Locator.Get.Messenger.Subscribe(this);
}
public override void OnDestroy()
{
base.OnDestroy();
Locator.Get.Messenger.Unsubscribe(this);
}
public override void OnNetworkSpawn()

{
if (NetworkManager.Singleton.LocalClientId == id)
for (int i = 0; i < m_targetSequenceOutput.Length; i++)
m_targetSequenceOutput[i].transform.localScale = Vector3.one * (sequenceIndex == i ? 1 : 0.7f);
m_targetSequenceOutput[i].transform.localScale = Vector3.one * (sequenceIndex == i || !m_canAnimateTargets ? 1 : 0.7f);
}
public void OnReceiveMessage(MessageType type, object msg)
{
if (type == MessageType.InstructionsShown)
{
m_canAnimateTargets = true;
ScaleTargetUi(m_localId, 0);
}
}
}
}

2
Assets/Scripts/Netcode/SymbolContainer.cs


public void OnReceiveMessage(MessageType type, object msg)
{
if (type == MessageType.GameBeginning)
if (type == MessageType.InstructionsShown)
{ Locator.Get.Messenger.Unsubscribe(this);
OnGameStarted();
}

1001
Assets/Prefabs/InGame/IntroAnimation.anim
文件差异内容过多而无法显示
查看文件

8
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25
Assets/Scripts/Netcode/IntroOutroRunner.cs


using UnityEngine;
namespace LobbyRelaySample.ngo
{
/// <summary>
/// Handles any visual tasks for running the NGO minigame's intro and outro.
/// </summary>
public class IntroOutroRunner : MonoBehaviour
{
[SerializeField] private Animator m_animator;
public void DoIntro()
{
m_animator.SetTrigger("DoIntro");
}
/// <summary>
/// Called via an AnimationEvent.
/// </summary>
public void OnIntroComplete()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.InstructionsShown, null);
}
}
}

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