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
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
5b2e7b8c
Adding an outro sequence that shows the scores briefly before returning to the lobby. Adding basic UI layering for the minigame assets (target sequence renders over everything, cursors and names render over everything else, etc.).
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
f6d1e31f
Adding in client RPC calls so that clients will run the game end sequence.
3 年前
nathaniel.buck@unity3d.com
d3a2da52
Addressing remaining TODOs (which are all either outdated, handled in other changesets, or captured as a work item). Also addressing a couple compiler warnings -- one to suppress when DTLS isn't available and one for a deprecated Relay API.
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
8a5b5a31
Renamed LobbyUpdater to Lobby Synchronizer.
Removed Identity Service, Replaced with AuthenticationManager
Removed “private” in front of all private fields.
3 年前