nathaniel.buck@unity3d.com
7e8eeb05
Players have cursors that they control that will collide with symbol objects. On a click, the host checks for proximity to a symbol object and "destroys" one if it was clicked on.
3 年前
nathaniel.buck@unity3d.com
9614d153
Adding logic for displaying an image for each symbol object, and choosing a randomized sequence of symbols. Also adding basic UI for displaying a player's target sequence.
(Known issue that I just found: It looks like having three players doesn't allow one to join. Will investigate.)
3 年前
nathaniel.buck@unity3d.com
e429e5b7
Shifting the target sequence tracking to the host. Adding in scores and UI for them. These both warranted shifting some of the input handling to stay on the host, so that anything that involves validating input and awarding points is serverside.
3 年前
nathaniel.buck@unity3d.com
2e0ba992
Adding logic for correctly disconnecting all players when the game ends, with some esoteric fixes (setting IsLocalSpace for the SymbolObject transforms so the client can interpolate them correctly, ensuring clients are disconnected before the host).
3 年前
nathaniel.buck@unity3d.com
775e3c80
Integrating the art assets into the logic. The cursor appears with particles as intended with the correct layering, and the icons appear within the masked space backgrounds.
3 年前
nathaniel.buck@unity3d.com
be6ccfbe
Symbols can be clicked on repeatedly now, so if someone mashes they will lose points as expected. I'm also resolving a timing issue that I missed that happened with a single player, where they'd start the game immediately on connection (since all players were connected) but before the SymbolContainer could call Start to subscribe for the game start message.
3 年前
nathaniel.buck@unity3d.com
120aeb08
Changing the InGame namespace/directory to NGO for clarity.
3 年前
nathaniel.buck@unity3d.com
3c745e1e
Adding in nameplates to player cursors, so that player names are shown except for that of the local client. Adding a networked data store to live on the server, since we'll need to retrieve the names for the end-of-game UI as well.
3 年前
nathaniel.buck@unity3d.com
ca5164bb
A couple things:
- Fixing the bug with clients having trouble connecting to the host even when getting the necessary data. I again hit that issue with the local lobby pulling before pushing and overwriting data.
- Adding a game end UI that shows the player scores before returning to the lobby. This required modifying data storage on the host to accommodate providing the scores at the end.
3 年前
nathaniel.buck@unity3d.com
d2ab33ea
Adding a fix for players sometimes getting booted from the minigame even when successfully connected (I was mismanaging the ClientRPC call that starts the game so that the last client to connect would sometimes receive the begin game message for another player (and then not initialize since it hadn't gotten its connection confirmation yet) and then try to start the game without being in the connected state, even though it was actually connected.)
Fixing an issue I introduced a few changes ago that made the back button from in-game go to the lobby UI even though it quits the lobby.
There are some minor cleanup changes here as well: icon_bg prefab is consolidated into SymbolObject since that's its only usage. Clearing out some TODOs which have been investigated and addressed or obsolesced.
3 年前
nathaniel.buck@unity3d.com
4d694cb8
Instead of the local player seeing the simulated cursor object, they will now instead see just their actual cursor with the same image, to cover up the visual lag a bit. (They can still see the lag happening with the click particles, which should still demonstrate the point.)
3 年前
nathaniel.buck@unity3d.com
80a98484
Cleaning up some comments for clarity. I've also removed NetworkTransform from the cursor since we're managing the positions with a NetworkVariable, and renamed some methods.
3 年前
Jacob
06dea12e
renamed the namespace
Renamed the namespace
added a popup for when the user forgets to input their project settings
3 年前
Jacob Stove Lorentzen
eea9bb46
Unity 2021 upgrade and NGO Update
3 年前
Jacob Stove Lorentzen
8a5b5a31
Renamed LobbyUpdater to Lobby Synchronizer.
Removed Identity Service, Replaced with AuthenticationManager
Removed “private” in front of all private fields.
3 年前
UnityJacob
a5704e9b
feat: rest of the lifecycle working
- back button
-Symbol Hints
- Messenger and Locator Reliance removal
2 年前