14 次代码提交 (9614d153-782a-4788-a779-79a0ab98c0ff)

作者 SHA1 备注 提交日期
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. 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 3cfac154 Wobbly Texture fix 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 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 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.) 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. 2 年前
Jacob Stove Lorentzen 738cecc7 Symbol Clicked death 2 年前
Jacob Stove Lorentzen e876c95b NGO Error spam Fix. 2 年前