8 次代码提交 (e429e5b7-0a6e-4985-beae-d90d9d13f02c)

作者 SHA1 备注 提交日期
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 834f705a Apparently the manual list of connected players wasn't updating, so I've switched to just use the NetworkManager's list instead. 3 年前
nathaniel.buck@unity3d.com 1cf015c9 Oops, didn't mean to include whatever that font change is. 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 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 c7509a07 Merge from main, esp. package updates. 3 年前
nathaniel.buck@unity3d.com 4cd73953 Switch to NGO packages instead of local files. 3 年前
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