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Jacob Stove Lorentzen 07363e52 merge and inGameRunner update to use collider for area. 2 年前
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IInGameInputHandler.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
IInGameInputHandler.cs.meta 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
InGameRunner.cs merge and inGameRunner update to use collider for area. 2 年前
InGameRunner.cs.meta 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
IntroOutroRunner.cs 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
IntroOutroRunner.cs.meta Adding a basic intro to the minigame. 3 年前
NetworkedDataStore.cs 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
NetworkedDataStore.cs.meta 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
PlayerCursor.cs 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.) 2 年前
PlayerCursor.cs.meta 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
PlayerData.cs 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
PlayerData.cs.meta 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
RelayNGOUtpSetup.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
RelayNGOUtpSetup.cs.meta Cleaning up with some comments and shifting the RelayNGOUtpSetup to its own file. 3 年前
ResultsUserUI.cs 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
ResultsUserUI.cs.meta A couple things: 3 年前
Scorer.cs 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. 2 年前
Scorer.cs.meta 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
SequenceSelector.cs merge and inGameRunner update to use collider for area. 2 年前
SequenceSelector.cs.meta 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
SetupInGame.cs 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
SetupInGame.cs.meta 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
SymbolContainer.cs Adding in BSP generation to select spawn positions for the symbols. 3 年前
SymbolContainer.cs.meta 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
SymbolData.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
SymbolData.cs.meta 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
SymbolKillVolume.cs Changing the InGame namespace/directory to NGO for clarity. 3 年前
SymbolKillVolume.cs.meta 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
SymbolObject.cs 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
SymbolObject.cs.meta 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