nathaniel.buck@unity3d.com
5f41201b
Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection.
3 年前
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
Jacob Stove Lorentzen
27468666
Added starfield background to GameLogic prefab
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
Jacob Stove Lorentzen
ac5df1d8
star grid update and wobbly border
3 年前
Jacob Stove Lorentzen
be97930c
Renamed icon Folder
3 年前
Jacob Stove Lorentzen
3cfac154
Wobbly Texture fix
3 年前
Jacob Stove Lorentzen
bfb28426
Cursor click effect Stopping point. (does not show on the game camera yet?)
3 年前
nathaniel.buck@unity3d.com
907d4de4
Merge from symbol_game_art (which, probably gonna really muddle the merge back to staging when that happens, but that branch appears largely fine, aside from some minor incompatibilities with this branch that I will fix).
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
119e8e33
Switching over to the RelayUnityTransport component, although I'm still using the other Relay allocation to send the NGO relay code so that needs to change. Also note that consecutive games in one lobby fail now, for using the wrong relay code.
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
3ab83828
Oh, just removing the starfield prefab since it's only used in the InGameLogic prefab.
3 年前
nathaniel.buck@unity3d.com
120aeb08
Changing the InGame namespace/directory to NGO for clarity.
3 年前
nathaniel.buck@unity3d.com
cf118508
Merge from the NGO minigame cleanup branch. This is partial but stable progress on that front.
3 年前
nathaniel.buck@unity3d.com
12a7518e
Adding a basic intro to the minigame.
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
26cfa9d6
Adding in BSP generation to select spawn positions for the symbols.
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
684cd853
Merge from NGO cleanup branch
3 年前
nathaniel.buck@unity3d.com
8816a3db
Merge from staging. This breaks behavior for this fix, will investigate.
3 年前
nathaniel.buck@unity3d.com
ffd96b1c
Fixing the issue where symbols would sometimes drift on clients before snapping to the correct position - Having the symbol container not interpolate, and having the symbol objects interpolate, but *not* having the objects in Local Space, makes it so they do drift initially but they all return to the correct locations once motion starts. I'm also removing rotation and scale from sync since we don't need them.
3 年前
Jacob Stove Lorentzen
07363e52
merge and inGameRunner update to use collider for area.
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
nathaniel.buck@unity3d.com
e1d4bfe8
Merge from ngo_more_cleanup branch.
3 年前
nathaniel.buck@unity3d.com
22060da3
Merge again from staging with the ngo_more_cleanup branch.
3 年前
Jacob Stove Lorentzen
f63b493c
Brought in latest staging changes.
3 年前
Jacob Stove Lorentzen
738cecc7
Symbol Clicked death
3 年前
Jacob Stove Lorentzen
61acdcae
death animation for glyphs
3 年前
Jacob Stove Lorentzen
6ff3f41d
removed redundant prefabs from ingamelogic prefab
3 年前
Jacob Stove Lorentzen
c02f4862
Glyph despawn animations for enemies and yourself.
3 年前
Jacob Stove Lorentzen
9cb780dd
3 年前
Jacob Stove Lorentzen
e876c95b
NGO Error spam Fix.
-Reduced the amount of NetworkMonobehaviours on the glyphs
-Increased the Queue Limit on the Transport.
3 年前
Jacob Stove Lorentzen
df45474f
Merging in the NGO fix
3 年前
Jacob Stove Lorentzen
48c0bf94
Added CursorSprite for OtherPlayers
3 年前
GitHub
3b6a28a2
Merge pull request #24 from Unity-Technologies/master-staging
Quality of Life & Bug Fixes.
3 年前
Jacob Stove Lorentzen
45d2b1ea
3 年前
Jacob Stove Lorentzen
8289ca0d
Project version update and packages.
Upped the package size limit again
3 年前
Jacob Stove Lorentzen
02574016
Working wire implementation (Only passes the lobby color, and relay code around)
3 年前
Jacob Stove Lorentzen
2ea6c8bc
BROKEN ( New NGO NetworkManager pattern causes initialization issues)
Need to solve NetworkManager vs IngameRunnerPrefab race condition.
Ingamerunnerprefab does not seem to get OnSpawned??
3 年前
GitHub
490c82ed
Merge pull request #32 from Unity-Technologies/master-staging
fix: latest prod packages
2 年前
Jacob Stove Lorentzen
dbb69d28
saving Wire implementation before tearing it outw
2 年前
UnityJacob
a5704e9b
feat: rest of the lifecycle working
- back button
-Symbol Hints
- Messenger and Locator Reliance removal
2 年前
GitHub
6a10872c
Merge pull request #33 from Unity-Technologies/master-staging
Master staging
2 年前