Ghosts synced with some issues
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@@ -24,9 +24,12 @@ namespace Marro.PacManUdon
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private int elroy1PelletCount;
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private int elroy2PelletCount;
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private float powerPelletDuration;
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private float[] scatterPattern;
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private float pelletTimeoutLimit;
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// Power Pellet logic
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private bool powerPelletActive;
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private float powerPelletDuration;
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private float powerPelletCountdown;
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private int powerPelletMultiplier;
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@@ -40,7 +43,6 @@ namespace Marro.PacManUdon
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// Scattering logic
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private float scatterCounter;
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private float[] scatterPattern;
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private int scatterPatternIndex;
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// Elroy logic
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@@ -51,12 +53,10 @@ namespace Marro.PacManUdon
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private int sharedPelletCounter;
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private readonly int[] sharedPelletCounterReleaseValues = { 0, 7, 17, 32 };
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private float pelletTimeout;
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private float pelletTimeoutLimit;
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private bool frozen;
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private bool kinematic;
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// This should be called once when the game is initialized
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public void Initialize(Transform[] ghostStarts, Transform[] ghostTargets, PacMan pacMan, PelletManager pelletManager, GameManager gameController)
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{
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this.gameController = gameController;
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@@ -72,12 +72,11 @@ namespace Marro.PacManUdon
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Vector2 idlePosition2 = ghostTargets[2 + ghostIndex * 3].localPosition;
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Vector2 cornerPosition = ghostTargets[3 + ghostIndex * 3].localPosition;
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ghosts[ghostIndex].Initialize(pacMan, blinky, startTransform, homePosition, idlePosition1, idlePosition2, cornerPosition);
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ghosts[ghostIndex].Initialize(pacMan, blinky, startTransform, homePosition, idlePosition1, idlePosition2, cornerPosition, ghostIndex);
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}
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}
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// This should be called every time the level is reset
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public void Reset(bool afterLifeLost = false)
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public void RestartLevel(bool afterLifeLost = false)
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{
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ghostScaredQueue = new DataList();
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powerPelletActive = false;
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@@ -192,7 +191,9 @@ namespace Marro.PacManUdon
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gameController.GhostCaught(0);
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return;
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}
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// Debug.Log($"{gameObject} GhostCaughtQueue with ghost {ghost}");
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networkManager.SendEventSoon(NetworkEventType.GhostUpdate);
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ghostScaredQueue.Add(ghost);
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GhostCaughtExecute(ghost);
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}
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@@ -314,6 +315,18 @@ namespace Marro.PacManUdon
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public void SetLevel(int level)
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{
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Debug.Log($"GhostManager: SetLevel {level}");
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SetLevelConstants(level);
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int[] privatePelletCounterReleaseValues = PacManConstants.GetGhostHousePrivatePelletCounterLimitForLevel(level);
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for (int i = 0; i < ghosts.Length; i++)
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{
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ghosts[i].SetHousePelletCounterLimit(privatePelletCounterReleaseValues[i]);
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RestartLevel(); // Reset needed to properly apply level
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}
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}
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private void SetLevelConstants(int level)
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{
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speedDefault = PacManConstants.GetGhostDefaultSpeedForLevel(level);
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speedScared = PacManConstants.GetGhostScaredSpeedForLevel(level);
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speedReturn = 15f;
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@@ -326,13 +339,6 @@ namespace Marro.PacManUdon
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powerPelletDuration = PacManConstants.GetScaredDurationForLevel(level);
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scatterPattern = PacManConstants.GetScatterPatternForLevel(level);
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pelletTimeoutLimit = PacManConstants.GetGhostHousePelletTimeoutLimitForLevel(level);
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int[] privatePelletCounterReleaseValues = PacManConstants.GetGhostHousePrivatePelletCounterLimitForLevel(level);
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for (int i = 0; i < ghosts.Length; i++)
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{
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ghosts[i].SetHousePelletCounterLimit(privatePelletCounterReleaseValues[i]);
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Reset(); // Reset needed to properly apply level
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}
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}
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public float GetTargetSpeed(Ghost ghost, PacManGhostState ghostState, bool isScared, bool inTunnel)
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@@ -478,11 +484,100 @@ namespace Marro.PacManUdon
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public override void CollectSyncedData(byte[] data, ref int index, NetworkEventType eventType)
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{
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if (eventType != NetworkEventType.GhostUpdate)
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{
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return;
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}
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// Power Pellet logic
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data.Append(powerPelletActive, ref index);
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data.Append(powerPelletCountdown, ref index);
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data.AppendAsByte(powerPelletMultiplier, ref index);
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// Blink logic
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data.Append(blinkingActivated, ref index);
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data.Append(blinkCountdown, ref index);
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data.Append(blinkCurrentlyWhite, ref index);
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// Scattering logic
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data.Append(scatterCounter, ref index);
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data.AppendAsByte(scatterPatternIndex, ref index);
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// Elroy logic
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data.AppendAsByte(elroyLevel, ref index);
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// Ghost house logic
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data.Append(sharedPelletCounterActive, ref index);
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data.AppendAsByte(sharedPelletCounter, ref index);
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data.Append(pelletTimeout, ref index);
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data.Append(frozen, ref index);
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data.Append(kinematic, ref index);
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data.AppendAsByte(gameController.Level, ref index);
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var ghostScaredQueueArray = new byte[ghosts.Length];
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for (int i = 0; i < ghostScaredQueueArray.Length; i++)
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{
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var add = ghostScaredQueue.TryGetValue(i, out var ghost);
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if (!add)
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{
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ghostScaredQueueArray[i] = byte.MaxValue; // Add a terminator
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break;
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}
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ghostScaredQueueArray[i] = (byte)((Ghost)ghost.Reference).Index;
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}
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Debug.Log($"{gameObject} Sent a ghostScareQueue of length {ghostScaredQueue.Count}");
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data.Append(ghostScaredQueueArray, ref index);
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}
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public override bool WriteSyncedData(byte[] data, ref int index, NetworkEventType eventType)
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{
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if (eventType != NetworkEventType.GhostUpdate)
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{
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return true;
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}
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// Power Pellet logic
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powerPelletActive = data.ReadBool(ref index);
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powerPelletCountdown = data.ReadFloat(ref index);
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powerPelletMultiplier = data.ReadByte(ref index);
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// Blink logic
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blinkingActivated = data.ReadBool(ref index);
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blinkCountdown = data.ReadFloat(ref index);
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blinkCurrentlyWhite = data.ReadBool(ref index);
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// Scattering logic
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scatterCounter = data.ReadFloat(ref index);
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scatterPatternIndex = data.ReadByte(ref index);
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// Elroy logic
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elroyLevel = data.ReadByte(ref index);
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// Ghost house logic
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sharedPelletCounterActive = data.ReadBool(ref index);
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sharedPelletCounter = data.ReadByte(ref index);
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pelletTimeout = data.ReadFloat(ref index);
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frozen = data.ReadBool(ref index);
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kinematic = data.ReadBool(ref index);
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var level = data.ReadByte(ref index);
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SetLevelConstants(level);
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ghostScaredQueue.Clear();
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for (int i = 0; i < ghosts.Length; i++)
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{
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var ghostIndex = data[index + i];
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if (ghostIndex > ghosts.Length) // Reached terminator
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{
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break;
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}
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ghostScaredQueue.Add(ghosts[ghostIndex]);
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}
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Debug.Log($"{gameObject} Read back a ghostScareQueue of length {ghostScaredQueue.Count}");
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return true;
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}
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