tdm done
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127
Assets/Floki/Materials/EmissionTube 4.mat
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127
Assets/Floki/Materials/EmissionTube 4.mat
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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version: 5
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8
Assets/Floki/Materials/EmissionTube 4.mat.meta
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8
Assets/Floki/Materials/EmissionTube 4.mat.meta
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@ -59,7 +59,7 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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- _Emission: 0.25
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- _Emission: 0.5
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@ -10398,6 +10398,9 @@ MonoBehaviour:
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airTimeForGliding: 1.2
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recoil: 0.3
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shootingLayerMask:
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File diff suppressed because it is too large
Load Diff
227268
Assets/Scenes/SampleScene_bkp2.unity
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227268
Assets/Scenes/SampleScene_bkp2.unity
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File diff suppressed because it is too large
Load Diff
7
Assets/Scenes/SampleScene_bkp2.unity.meta
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7
Assets/Scenes/SampleScene_bkp2.unity.meta
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userData:
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Photon.Realtime;
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using TMPro;
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using UnityEngine;
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@ -10,7 +11,6 @@ public class LeaderboardTDM : MonoBehaviour
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public Transform[] TeamParents;
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public void Populate(PlayerNetwork[] list){
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//Teamify
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Teams = new Dictionary<string, List<PlayerNetwork>>();
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foreach(PlayerNetwork player in list){
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@ -24,13 +24,12 @@ public class LeaderboardTDM : MonoBehaviour
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for(int i=0; i < TeamParents.Length; i++){
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bool withinRange = (Teams.Keys.Count > i);
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TeamParents[i].gameObject.SetActive(withinRange);
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unsortedTeamScores = new Dictionary<string, int>();
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if(withinRange){
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TeamParents[i].GetChild(0).GetComponent<TMP_Text>().text = Teams.Keys.ElementAt(i);
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int score =0;
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for(int ii = 0; ii < TeamParents[i].GetChild(2).childCount; ii++){
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bool playerItemsWithinRange = Teams.Values.ElementAt(i).Count > ii;
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Transform playerItemTransform = TeamParents[i].GetChild(2).GetChild(ii);
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playerItemTransform.gameObject.SetActive(playerItemsWithinRange);
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@ -45,10 +44,12 @@ public class LeaderboardTDM : MonoBehaviour
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score+= player.kills;
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}
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unsortedTeamScores.Add(Teams.Keys.ElementAt(i), score);
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TeamParents[i].GetChild(1).GetComponent<TMP_Text>().text = (score * 10).ToString("n0");
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}
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}
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}
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}
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}
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}
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public static Dictionary<string, int> unsortedTeamScores;
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}
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@ -22,6 +22,7 @@ public class GameManager : MonoBehaviourPunCallbacks, IOnEventCallback
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private double m_startTime;
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public int DeathmatchRoundLength = 600;
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public int DeathmtachRoundCountdown = 5;
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public int TDM_MinPlayers = 4;
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public double StartTime{
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get{
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return m_startTime;
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@ -55,7 +56,7 @@ public class GameManager : MonoBehaviourPunCallbacks, IOnEventCallback
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public static string partyId;
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public static string RoomName;
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public static bool isInit =false;
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public static string desiredGameMode;
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public static string desiredGameMode = GameModes.Deathmatch.ToString();
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public static GameManager instance;
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public static PlayerController localPlayer;
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@ -85,7 +86,7 @@ public class GameManager : MonoBehaviourPunCallbacks, IOnEventCallback
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base.OnJoinedRoom();
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StartCoroutine(KickstartGame());
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//
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UIManager.instance.loadingPanel.SetActive(false);
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}
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void SpawnLoots(){
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@ -166,11 +167,11 @@ public class GameManager : MonoBehaviourPunCallbacks, IOnEventCallback
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}
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public void FinishRound(){
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int position =0;
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for(position=0; position < Leaderboard.list.Length; position++){
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if(Leaderboard.list[position] == localPlayer.playerNetwork){
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break;
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}
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if(desiredGameMode == GameModes.Deathmatch.ToString()){
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FinishDeathmatch();
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}else if(desiredGameMode == GameModes.TeamDeathmatch.ToString()){
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FinishTeamdeathmatch();
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}
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if(PhotonNetwork.IsMasterClient){
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@ -179,16 +180,37 @@ public class GameManager : MonoBehaviourPunCallbacks, IOnEventCallback
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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CameraFollow.Pause();
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if(desiredGameMode == GameModes.Deathmatch.ToString()){
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UIManager.ShowDeathmatchFinishScreen(position, Leaderboard.list[0].username);
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}
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PhotonNetwork.LeaveRoom();
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StartCoroutine(PlayAgain());
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}
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void FinishDeathmatch(){
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int position =0;
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for(position=0; position < Leaderboard.list.Length; position++){
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if(Leaderboard.list[position] == localPlayer.playerNetwork){
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break;
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}
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}
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if(desiredGameMode == GameModes.Deathmatch.ToString()){
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UIManager.ShowDeathmatchFinishScreen(position, Leaderboard.list[0].username);
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}
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}
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void FinishTeamdeathmatch(){
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KeyValuePair<string,int> winnerTeam = new KeyValuePair<string, int>("",0);
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foreach(KeyValuePair<string,int> team in LeaderboardTDM.unsortedTeamScores){
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if(team.Value > winnerTeam.Value){
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winnerTeam = team;
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}
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}
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if(desiredGameMode == GameModes.Deathmatch.ToString()){
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UIManager.ShowTDMFinishScreen(winnerTeam.Key);
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}
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}
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IEnumerator PlayAgain(){
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yield return new WaitForSeconds(10f);
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ResetStatics();
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@ -269,10 +291,10 @@ public class GameManager : MonoBehaviourPunCallbacks, IOnEventCallback
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localPlayer = PhotonNetwork.Instantiate("Player", GetRandomSpawnPoint().position, Quaternion.identity).GetComponentInChildren<PlayerController>();
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// localPlayer.GetComponent<PlayerNetwork>().SetPartyName(partyName,partyId);
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UIManager.instance.RoundLength = DeathmatchRoundLength;
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localPlayer.GetComponent<PlayerNetwork>().AutoAssignParty();
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//Wait for Players
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if(PhotonNetwork.IsMasterClient){
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while(PhotonNetwork.CurrentRoom.PlayerCount < DeathmatchMinPlayerCount){
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while(PhotonNetwork.CurrentRoom.PlayerCount <(desiredGameMode == GameModes.TeamDeathmatch.ToString() ? TDM_MinPlayers : DeathmatchMinPlayerCount)){
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yield return new WaitForSeconds(0.5f);
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UIManager.WaitingForPlayers();
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}
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@ -329,6 +351,8 @@ public class GameManager : MonoBehaviourPunCallbacks, IOnEventCallback
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{
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StartCoroutine(BeginStartTimer());
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}else if(eventCode == BeginGameModeCode){
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isInit=true;
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object[] customData = (object[])photonEvent.CustomData;
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StartTime = (double)customData[0];
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@ -347,7 +371,6 @@ public class GameManager : MonoBehaviourPunCallbacks, IOnEventCallback
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localPlayer.transform.position = SpawnPositions[customPlayerId].position;
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isInit=true;
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}
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}
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@ -136,6 +136,8 @@ public class MainMenu : MonoBehaviourPunCallbacks, IOnEventCallback
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if(val.ToLower()== "tdm"){gameMode = GameModes.TeamDeathmatch;}
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if(val.ToLower() == "br"){gameMode = GameModes.BattleRoyale;}
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btnPlay.interactable = gameMode != GameModes.BattleRoyale;
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Debug.Log("Set game mode to : " + gameMode.ToString() + $" ({val})");
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GameManager.desiredGameMode = gameMode.ToString();
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}
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@ -513,6 +513,7 @@ public class PlayerController : MonoBehaviourPunCallbacks
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collider.GetComponent<HitBox>().OnPunched(photonView.ViewID, meleeListener.transform.position, transform);
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}
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}
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public LayerMask shootingLayerMask;
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IEnumerator CoroutineFireShot()
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{
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bool aiming = anim.GetCurrentAnimatorClipInfo(1)[0].clip.name.Contains("Aiming");
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|
|
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@ -84,7 +84,7 @@ public class PlayerFX : MonoBehaviourPunCallbacks
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{
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HitBox hitbox = impact?.collider.GetComponent<HitBox>();
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if(hitbox == null){
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playerNetwork.OnHit(photonView.ViewID, PlayerControllerHelper.GetDamageForHitboxType(HitBoxType.Body), transform.position, 1);
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// playerNetwork.OnHit(photonView.ViewID, PlayerControllerHelper.GetDamageForHitboxType(HitBoxType.Body), transform.position, 1); //PHANTOM SHOTS
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||||
}else{
|
||||
hitbox.OnHit(photonView.ViewID, impact?.point ?? transform.position, transform);
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||||
}
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||||
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@ -60,37 +60,103 @@ public class PlayerNetwork : MonoBehaviourPunCallbacks, IPunObservable
|
|||
|
||||
|
||||
//
|
||||
partyId = GameManager.partyId;
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||||
List<string> availablePartyNames = Helpers.battleTeamNames.ToList<string>();
|
||||
string partyName = Helpers.RandomTeamName;
|
||||
PlayerNetwork[] players = FindObjectsOfType<PlayerNetwork>();
|
||||
bool foundMyParty = false;
|
||||
foreach(PlayerNetwork player in players){
|
||||
if(player == this){continue;}
|
||||
if(player.partyId == partyId){
|
||||
//Found my party!
|
||||
partyName = player.partyname;
|
||||
foundMyParty = true;
|
||||
Debug.Log("Found my party! Its called " + player.partyname);
|
||||
break;
|
||||
}else{
|
||||
if(availablePartyNames.Contains(player.partyname)){
|
||||
availablePartyNames.Remove(player.partyname);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!foundMyParty){
|
||||
partyName = availablePartyNames[UnityEngine.Random.Range(0, availablePartyNames.Count)];
|
||||
Debug.Log("Got a new party name! : " + partyName);
|
||||
}
|
||||
|
||||
partyname = partyName;
|
||||
if(GameManager.desiredGameMode== GameModes.TeamDeathmatch.ToString()){ignoreFriendlyFire=true;}
|
||||
}
|
||||
|
||||
GetComponent<CharacterController>().detectCollisions=false;
|
||||
}
|
||||
|
||||
|
||||
public void AutoAssignParty(){
|
||||
StartCoroutine(AutoSwitchTeams());
|
||||
}
|
||||
|
||||
void autoAssignParty(){
|
||||
partyId = GameManager.partyId;
|
||||
List<string> availablePartyNames = Helpers.battleTeamNames.ToList<string>();
|
||||
|
||||
Dictionary<string, int> parties = new Dictionary<string, int>();
|
||||
PlayerNetwork[] players = FindObjectsOfType<PlayerNetwork>();
|
||||
|
||||
string myLobbyParty = "";
|
||||
foreach(PlayerNetwork player in players){
|
||||
if(player.partyname != ""){
|
||||
//has a party
|
||||
if(parties.ContainsKey(player.partyname)){
|
||||
parties[player.partyname]++;
|
||||
}else{
|
||||
parties.Add(player.partyname, 1);
|
||||
}
|
||||
|
||||
if(availablePartyNames.Contains(player.partyname)){availablePartyNames.Remove(player.partyname);}
|
||||
|
||||
if(partyId == player.partyId){
|
||||
myLobbyParty = player.partyname;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"Found {parties.Count} Parties");
|
||||
|
||||
if(myLobbyParty == ""){
|
||||
//Didn't find a party of my own
|
||||
if(parties.Count > 1){
|
||||
foreach(KeyValuePair<string,int> party in parties){
|
||||
if(party.Value < 4){
|
||||
partyname = party.Key;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}else{
|
||||
partyname = availablePartyNames[UnityEngine.Random.Range(0, availablePartyNames.Count)];
|
||||
}
|
||||
}else{
|
||||
if(parties[myLobbyParty] < 4){
|
||||
partyname = myLobbyParty;
|
||||
}else{
|
||||
foreach(KeyValuePair<string,int> party in parties){
|
||||
if(party.Value < 4){
|
||||
partyname = party.Key;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(partyname == ""){
|
||||
partyname = availablePartyNames[UnityEngine.Random.Range(0, availablePartyNames.Count)];
|
||||
}
|
||||
}
|
||||
|
||||
int autoTeamSwitchCount = 0;
|
||||
IEnumerator AutoSwitchTeams(){
|
||||
while(autoTeamSwitchCount < 4){
|
||||
autoTeamSwitchCount++;
|
||||
yield return new WaitForSeconds(UnityEngine.Random.Range(0.5f,1f));
|
||||
|
||||
autoAssignParty();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public Dictionary<string, int> GetPartySizes(){
|
||||
Dictionary<string, int> parties = new Dictionary<string, int>();
|
||||
|
||||
foreach(PlayerNetwork player in FindObjectsOfType<PlayerNetwork>()){
|
||||
if(player.partyname != ""){
|
||||
//has a party
|
||||
if(parties.ContainsKey(player.partyname)){
|
||||
parties[player.partyname]++;
|
||||
}else{
|
||||
parties.Add(player.partyname, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return parties;
|
||||
}
|
||||
|
||||
public void SetActiveWeapon(LootItemScriptableObject data)
|
||||
{
|
||||
int _selectedIndex = -1;
|
||||
|
|
@ -247,7 +313,7 @@ public class PlayerNetwork : MonoBehaviourPunCallbacks, IPunObservable
|
|||
return DistanceDamageCurve.Evaluate(Mathf.Clamp01(dist/BulletEffectiveRange));
|
||||
}
|
||||
|
||||
|
||||
public bool ignoreFriendlyFire;
|
||||
[PunRPC]
|
||||
void RpcOnHit(int id, float damage, Vector3 point)
|
||||
{
|
||||
|
|
@ -256,6 +322,17 @@ public class PlayerNetwork : MonoBehaviourPunCallbacks, IPunObservable
|
|||
float newShield = shield;
|
||||
float newHealth = health;
|
||||
|
||||
if(ignoreFriendlyFire){
|
||||
PlayerNetwork[] players = FindObjectsOfType<PlayerNetwork>();
|
||||
foreach(PlayerNetwork p in players){
|
||||
if(p.photonView.ViewID == id){
|
||||
//This is the shooter
|
||||
|
||||
if(partyname == p.partyname){return;} //Friendly fire
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(shield > 0){
|
||||
newShield = Mathf.Clamp(shield - damage,0,100);
|
||||
}else{
|
||||
|
|
@ -383,7 +460,7 @@ public class PlayerNetwork : MonoBehaviourPunCallbacks, IPunObservable
|
|||
CameraFollow.Resume();
|
||||
playerController.isActive=true;
|
||||
UIManager.OnRespawn();
|
||||
if(GameManager.desiredGameMode == GameModes.Deathmatch.ToString()){
|
||||
if(GameManager.desiredGameMode == GameModes.Deathmatch.ToString() || GameManager.desiredGameMode == GameModes.TeamDeathmatch.ToString()){
|
||||
InventoryManager.instance.GiveDefaultLoots(GameManager.instance.DeathmatchDefaultInventory);
|
||||
}
|
||||
UIManager.UpdateInventory(InventoryManager.instance);
|
||||
|
|
|
|||
|
|
@ -38,8 +38,8 @@ public class UIManager : MonoBehaviour
|
|||
public GameObject inventoryPanel;
|
||||
public Transform inventoryGridParent;
|
||||
public GameObject inventoryGridItemPrefab;
|
||||
|
||||
public Image weaponSlot1Inventory, weaponSlot2Inventory, pistolSlotInventory, throwableSlotInventory;
|
||||
|
||||
[Header("Deathmatch")]
|
||||
public TMP_Text TimerTxt;
|
||||
public TMP_Text LastChampTxt;
|
||||
|
|
@ -134,6 +134,19 @@ public class UIManager : MonoBehaviour
|
|||
instance.m_ShowDeathmatchFinishScreen(position, winnerName);
|
||||
}
|
||||
|
||||
public static void ShowTDMFinishScreen(string winnerName){
|
||||
instance.m_ShowTDMFinishScreen(winnerName);
|
||||
}
|
||||
|
||||
void m_ShowTDMFinishScreen(string winnerName){
|
||||
DeathmatchPanel.SetActive(true);
|
||||
// DeathmatchPositionTxt.text = $"You finished {Helpers.numberToPosition(position+1)}";
|
||||
|
||||
DeathmatchWinnerTxt.text = $"The Winner is {winnerName}";
|
||||
|
||||
StartCoroutine(StartDeathmatchRestartCountdown());
|
||||
}
|
||||
|
||||
void m_ShowDeathmatchFinishScreen(int position, string winnerName){
|
||||
DeathmatchPanel.SetActive(true);
|
||||
DeathmatchPositionTxt.text = $"You finished {Helpers.numberToPosition(position+1)}";
|
||||
|
|
@ -174,7 +187,6 @@ public class UIManager : MonoBehaviour
|
|||
|
||||
public static void SetHealth(float health,float shield)
|
||||
{
|
||||
//instance.HealthSlider.value = health;
|
||||
instance.Healthbar.fillAmount = health / 100f;
|
||||
instance.ShieldBar.fillAmount = shield /100f;
|
||||
instance.HealthTxt.text = health.ToString("n0") + " / 100";
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
8
Assets/UnityProjectCloner.meta
Normal file
8
Assets/UnityProjectCloner.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 07ae7569bb3e15745bd4b95c5dbf20a6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/UnityProjectCloner/Editor.meta
Normal file
8
Assets/UnityProjectCloner/Editor.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b0e79e43e01ff3e4991e8902ac89b322
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
487
Assets/UnityProjectCloner/Editor/ProjectCloner.cs
Normal file
487
Assets/UnityProjectCloner/Editor/ProjectCloner.cs
Normal file
|
|
@ -0,0 +1,487 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.IO;
|
||||
using UnityProjectCloner;
|
||||
|
||||
namespace UnityProjectCloner
|
||||
{
|
||||
/// <summary>
|
||||
/// Contains all required methods for creating a linked clone of the Unity project.
|
||||
/// </summary>
|
||||
public class ProjectCloner
|
||||
{
|
||||
/// <summary>
|
||||
/// Name used for an identifying file created in the clone project directory.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// (!) Do not change this after the clone was created, because then connection will be lost.
|
||||
/// </remarks>
|
||||
public const string CloneFileName = ".clone";
|
||||
|
||||
/// <summary>
|
||||
/// Suffix added to the end of the project clone name when it is created.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// (!) Do not change this after the clone was created, because then connection will be lost.
|
||||
/// </remarks>
|
||||
public const string CloneNameSuffix = "_clone";
|
||||
|
||||
public const int MaxCloneProjectCount = 10;
|
||||
|
||||
#region Managing clones
|
||||
/// <summary>
|
||||
/// Creates clone from the project currently open in Unity Editor.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static Project CreateCloneFromCurrent()
|
||||
{
|
||||
if (IsClone())
|
||||
{
|
||||
Debug.LogError("This project is already a clone. Cannot clone it.");
|
||||
return null;
|
||||
}
|
||||
|
||||
string currentProjectPath = ProjectCloner.GetCurrentProjectPath();
|
||||
return ProjectCloner.CreateCloneFromPath(currentProjectPath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates clone of the project located at the given path.
|
||||
/// </summary>
|
||||
/// <param name="sourceProjectPath"></param>
|
||||
/// <returns></returns>
|
||||
public static Project CreateCloneFromPath(string sourceProjectPath)
|
||||
{
|
||||
Project sourceProject = new Project(sourceProjectPath);
|
||||
|
||||
string cloneProjectPath = null;
|
||||
|
||||
//Find available clone suffix id
|
||||
for (int i = 0; i < MaxCloneProjectCount; i++)
|
||||
{
|
||||
string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
|
||||
string possibleCloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
|
||||
|
||||
if (!Directory.Exists(possibleCloneProjectPath))
|
||||
{
|
||||
cloneProjectPath = possibleCloneProjectPath;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (string.IsNullOrEmpty(cloneProjectPath))
|
||||
{
|
||||
Debug.LogError("The number of cloned projects has reach its limit. Limit: " + MaxCloneProjectCount);
|
||||
return null;
|
||||
}
|
||||
|
||||
Project cloneProject = new Project(cloneProjectPath);
|
||||
|
||||
Debug.Log("Start project name: " + sourceProject);
|
||||
Debug.Log("Clone project name: " + cloneProject);
|
||||
|
||||
ProjectCloner.CreateProjectFolder(cloneProject);
|
||||
ProjectCloner.CopyLibraryFolder(sourceProject, cloneProject);
|
||||
|
||||
ProjectCloner.LinkFolders(sourceProject.assetPath, cloneProject.assetPath);
|
||||
ProjectCloner.LinkFolders(sourceProject.projectSettingsPath, cloneProject.projectSettingsPath);
|
||||
ProjectCloner.LinkFolders(sourceProject.packagesPath, cloneProject.packagesPath);
|
||||
ProjectCloner.LinkFolders(sourceProject.autoBuildPath, cloneProject.autoBuildPath);
|
||||
|
||||
ProjectCloner.RegisterClone(cloneProject);
|
||||
|
||||
return cloneProject;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Registers a clone by placing an identifying ".clone" file in its root directory.
|
||||
/// </summary>
|
||||
/// <param name="cloneProject"></param>
|
||||
private static void RegisterClone(Project cloneProject)
|
||||
{
|
||||
/// Add clone identifier file.
|
||||
string identifierFile = Path.Combine(cloneProject.projectPath, ProjectCloner.CloneFileName);
|
||||
File.Create(identifierFile).Dispose();
|
||||
|
||||
/// Add collabignore.txt to stop the clone from messing with Unity Collaborate if it's enabled. Just in case.
|
||||
string collabignoreFile = Path.Combine(cloneProject.projectPath, "collabignore.txt");
|
||||
File.WriteAllText(collabignoreFile, "*"); /// Make it ignore ALL files in the clone.
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Opens a project located at the given path (if one exists).
|
||||
/// </summary>
|
||||
/// <param name="projectPath"></param>
|
||||
public static void OpenProject(string projectPath)
|
||||
{
|
||||
if (!Directory.Exists(projectPath))
|
||||
{
|
||||
Debug.LogError("Cannot open the project - provided folder (" + projectPath + ") does not exist.");
|
||||
return;
|
||||
}
|
||||
if (projectPath == ProjectCloner.GetCurrentProjectPath())
|
||||
{
|
||||
Debug.LogError("Cannot open the project - it is already open.");
|
||||
return;
|
||||
}
|
||||
|
||||
string fileName = EditorApplication.applicationPath;
|
||||
string args = "-projectPath \"" + projectPath + "\"";
|
||||
Debug.Log("Opening project \"" + fileName + " " + args + "\"");
|
||||
ProjectCloner.StartHiddenConsoleProcess(fileName, args);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deletes the clone of the currently open project, if such exists.
|
||||
/// </summary>
|
||||
public static void DeleteClone(string cloneProjectPath)
|
||||
{
|
||||
/// Clone won't be able to delete itself.
|
||||
if (ProjectCloner.IsClone()) return;
|
||||
|
||||
///Extra precautions.
|
||||
if (cloneProjectPath == string.Empty) return;
|
||||
if (cloneProjectPath == ProjectCloner.GetOriginalProjectPath()) return;
|
||||
if (!cloneProjectPath.EndsWith(ProjectCloner.CloneNameSuffix)) return;
|
||||
|
||||
//Check what OS is
|
||||
switch (Application.platform)
|
||||
{
|
||||
case (RuntimePlatform.WindowsEditor):
|
||||
Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
|
||||
string args = "/c " + @"rmdir /s/q " + string.Format("\"{0}\"", cloneProjectPath);
|
||||
StartHiddenConsoleProcess("cmd.exe", args);
|
||||
|
||||
break;
|
||||
case (RuntimePlatform.OSXEditor):
|
||||
throw new System.NotImplementedException("No Mac function implement yet :(");
|
||||
//break;
|
||||
case (RuntimePlatform.LinuxEditor):
|
||||
throw new System.NotImplementedException("No linux support yet :(");
|
||||
//break;
|
||||
default:
|
||||
Debug.LogWarning("Not in a known editor. Where are you!?");
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Creating project folders
|
||||
/// <summary>
|
||||
/// Creates an empty folder using data in the given Project object
|
||||
/// </summary>
|
||||
/// <param name="project"></param>
|
||||
public static void CreateProjectFolder(Project project)
|
||||
{
|
||||
string path = project.projectPath;
|
||||
Debug.Log("Creating new empty folder at: " + path);
|
||||
Directory.CreateDirectory(path);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies the full contents of the unity library. We want to do this to avoid the lengthy reserialization of the whole project when it opens up the clone.
|
||||
/// </summary>
|
||||
/// <param name="sourceProject"></param>
|
||||
/// <param name="destinationProject"></param>
|
||||
public static void CopyLibraryFolder(Project sourceProject, Project destinationProject)
|
||||
{
|
||||
if (Directory.Exists(destinationProject.libraryPath))
|
||||
{
|
||||
Debug.LogWarning("Library copy: destination path already exists! ");
|
||||
return;
|
||||
}
|
||||
|
||||
Debug.Log("Library copy: " + destinationProject.libraryPath);
|
||||
ProjectCloner.CopyDirectoryWithProgressBar(sourceProject.libraryPath, destinationProject.libraryPath, "Cloning project '" + sourceProject.name + "'. ");
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Creating symlinks
|
||||
/// <summary>
|
||||
/// Creates a symlink between destinationPath and sourcePath (Mac version).
|
||||
/// </summary>
|
||||
/// <param name="sourcePath"></param>
|
||||
/// <param name="destinationPath"></param>
|
||||
private static void CreateLinkMac(string sourcePath, string destinationPath)
|
||||
{
|
||||
Debug.LogWarning("This hasn't been tested yet! I am mac-less :( Please chime in on the github if it works for you.");
|
||||
|
||||
string cmd = "ln " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
|
||||
Debug.Log("Mac hard link " + cmd);
|
||||
|
||||
ProjectCloner.StartHiddenConsoleProcess("/bin/bash", cmd);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a symlink between destinationPath and sourcePath (Windows version).
|
||||
/// </summary>
|
||||
/// <param name="sourcePath"></param>
|
||||
/// <param name="destinationPath"></param>
|
||||
private static void CreateLinkWin(string sourcePath, string destinationPath)
|
||||
{
|
||||
string cmd = "/C mklink /J " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
|
||||
Debug.Log("Windows junction: " + cmd);
|
||||
ProjectCloner.StartHiddenConsoleProcess("cmd.exe", cmd);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a symlink between destinationPath and sourcePath (Linux version).
|
||||
/// </summary>
|
||||
/// <param name="sourcePath"></param>
|
||||
/// <param name="destinationPath"></param>
|
||||
private static void CreateLinkLunux(string sourcePath, string destinationPath)
|
||||
{
|
||||
string cmd = string.Format("-c \"ln -s {0} {1}\"", sourcePath, destinationPath);
|
||||
Debug.Log("Linux junction: " + cmd);
|
||||
ProjectCloner.StartHiddenConsoleProcess("/bin/bash", cmd);
|
||||
}
|
||||
|
||||
//TODO avoid terminal calls and use proper api stuff. See below for windows!
|
||||
////https://docs.microsoft.com/en-us/windows/desktop/api/ioapiset/nf-ioapiset-deviceiocontrol
|
||||
//[DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)]
|
||||
//private static extern bool DeviceIoControl(System.IntPtr hDevice, uint dwIoControlCode,
|
||||
// System.IntPtr InBuffer, int nInBufferSize,
|
||||
// System.IntPtr OutBuffer, int nOutBufferSize,
|
||||
// out int pBytesReturned, System.IntPtr lpOverlapped);
|
||||
|
||||
/// <summary>
|
||||
/// Create a link / junction from the real project to it's clone.
|
||||
/// </summary>
|
||||
/// <param name="sourcePath"></param>
|
||||
/// <param name="destinationPath"></param>
|
||||
public static void LinkFolders(string sourcePath, string destinationPath)
|
||||
{
|
||||
if ((Directory.Exists(destinationPath) == false) && (Directory.Exists(sourcePath) == true))
|
||||
{
|
||||
switch (Application.platform)
|
||||
{
|
||||
case (RuntimePlatform.WindowsEditor):
|
||||
CreateLinkWin(sourcePath, destinationPath);
|
||||
break;
|
||||
case (RuntimePlatform.OSXEditor):
|
||||
CreateLinkMac(sourcePath, destinationPath);
|
||||
break;
|
||||
case (RuntimePlatform.LinuxEditor):
|
||||
CreateLinkLunux(sourcePath, destinationPath);
|
||||
break;
|
||||
default:
|
||||
Debug.LogWarning("Not in a known editor. Where are you!?");
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("Skipping Asset link, it already exists: " + destinationPath);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Utility methods
|
||||
/// <summary>
|
||||
/// Returns true is the project currently open in Unity Editor is a clone.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static bool IsClone()
|
||||
{
|
||||
/// The project is a clone if its root directory contains an empty file named ".clone".
|
||||
string cloneFilePath = Path.Combine(ProjectCloner.GetCurrentProjectPath(), ProjectCloner.CloneFileName);
|
||||
bool isClone = File.Exists(cloneFilePath);
|
||||
return isClone;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the path to the current unityEditor project folder's info
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetCurrentProjectPath()
|
||||
{
|
||||
return Application.dataPath.Replace("/Assets", "");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return a project object that describes all the paths we need to clone it.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static Project GetCurrentProject()
|
||||
{
|
||||
string pathString = ProjectCloner.GetCurrentProjectPath();
|
||||
return new Project(pathString);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the path to the original project.
|
||||
/// If currently open project is the original, returns its own path.
|
||||
/// If the original project folder cannot be found, retuns an empty string.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetOriginalProjectPath()
|
||||
{
|
||||
if (IsClone())
|
||||
{
|
||||
/// If this is a clone...
|
||||
/// Original project path can be deduced by removing the suffix from the clone's path.
|
||||
string cloneProjectPath = ProjectCloner.GetCurrentProject().projectPath;
|
||||
|
||||
int index = cloneProjectPath.LastIndexOf(ProjectCloner.CloneNameSuffix);
|
||||
if (index > 0)
|
||||
{
|
||||
string originalProjectPath = cloneProjectPath.Substring(0, index);
|
||||
if (Directory.Exists(originalProjectPath)) return originalProjectPath;
|
||||
}
|
||||
|
||||
return string.Empty;
|
||||
}
|
||||
else
|
||||
{
|
||||
/// If this is the original, we return its own path.
|
||||
return ProjectCloner.GetCurrentProjectPath();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns all clone projects path.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static List<string> GetCloneProjectsPath()
|
||||
{
|
||||
List<string> projectsPath = new List<string>();
|
||||
for (int i = 0; i < MaxCloneProjectCount; i++)
|
||||
{
|
||||
string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
|
||||
string cloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
|
||||
|
||||
if (Directory.Exists(cloneProjectPath))
|
||||
projectsPath.Add(cloneProjectPath);
|
||||
}
|
||||
return projectsPath;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
|
||||
/// </summary>
|
||||
/// <param name="source">Directory to be copied.</param>
|
||||
/// <param name="destination">Destination directory (created automatically if needed).</param>
|
||||
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
|
||||
public static void CopyDirectoryWithProgressBar(string sourcePath, string destinationPath, string progressBarPrefix = "")
|
||||
{
|
||||
var source = new DirectoryInfo(sourcePath);
|
||||
var destination = new DirectoryInfo(destinationPath);
|
||||
|
||||
long totalBytes = 0;
|
||||
long copiedBytes = 0;
|
||||
|
||||
ProjectCloner.CopyDirectoryWithProgressBarRecursive(source, destination, ref totalBytes, ref copiedBytes, progressBarPrefix);
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
|
||||
/// Same as the previous method, but uses recursion to copy all nested folders as well.
|
||||
/// </summary>
|
||||
/// <param name="source">Directory to be copied.</param>
|
||||
/// <param name="destination">Destination directory (created automatically if needed).</param>
|
||||
/// <param name="totalBytes">Total bytes to be copied. Calculated automatically, initialize at 0.</param>
|
||||
/// <param name="copiedBytes">To track already copied bytes. Calculated automatically, initialize at 0.</param>
|
||||
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
|
||||
private static void CopyDirectoryWithProgressBarRecursive(DirectoryInfo source, DirectoryInfo destination, ref long totalBytes, ref long copiedBytes, string progressBarPrefix = "")
|
||||
{
|
||||
/// Directory cannot be copied into itself.
|
||||
if (source.FullName.ToLower() == destination.FullName.ToLower())
|
||||
{
|
||||
Debug.LogError("Cannot copy directory into itself.");
|
||||
return;
|
||||
}
|
||||
|
||||
/// Calculate total bytes, if required.
|
||||
if (totalBytes == 0)
|
||||
{
|
||||
totalBytes = ProjectCloner.GetDirectorySize(source, true, progressBarPrefix);
|
||||
}
|
||||
|
||||
/// Create destination directory, if required.
|
||||
if (!Directory.Exists(destination.FullName))
|
||||
{
|
||||
Directory.CreateDirectory(destination.FullName);
|
||||
}
|
||||
|
||||
/// Copy all files from the source.
|
||||
foreach (FileInfo file in source.GetFiles())
|
||||
{
|
||||
try
|
||||
{
|
||||
file.CopyTo(Path.Combine(destination.ToString(), file.Name), true);
|
||||
}
|
||||
catch (IOException)
|
||||
{
|
||||
/// Some files may throw IOException if they are currently open in Unity editor.
|
||||
/// Just ignore them in such case.
|
||||
}
|
||||
|
||||
/// Account the copied file size.
|
||||
copiedBytes += file.Length;
|
||||
|
||||
/// Display the progress bar.
|
||||
float progress = (float)copiedBytes / (float)totalBytes;
|
||||
bool cancelCopy = EditorUtility.DisplayCancelableProgressBar(
|
||||
progressBarPrefix + "Copying '" + source.FullName + "' to '" + destination.FullName + "'...",
|
||||
"(" + (progress * 100f).ToString("F2") + "%) Copying file '" + file.Name + "'...",
|
||||
progress);
|
||||
if (cancelCopy) return;
|
||||
}
|
||||
|
||||
/// Copy all nested directories from the source.
|
||||
foreach (DirectoryInfo sourceNestedDir in source.GetDirectories())
|
||||
{
|
||||
DirectoryInfo nextDestingationNestedDir = destination.CreateSubdirectory(sourceNestedDir.Name);
|
||||
ProjectCloner.CopyDirectoryWithProgressBarRecursive(sourceNestedDir, nextDestingationNestedDir, ref totalBytes, ref copiedBytes, progressBarPrefix);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the size of the given directory. Displays a progress bar.
|
||||
/// </summary>
|
||||
/// <param name="directory">Directory, which size has to be calculated.</param>
|
||||
/// <param name="includeNested">If true, size will include all nested directories.</param>
|
||||
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
|
||||
/// <returns>Size of the directory in bytes.</returns>
|
||||
private static long GetDirectorySize(DirectoryInfo directory, bool includeNested = false, string progressBarPrefix = "")
|
||||
{
|
||||
EditorUtility.DisplayProgressBar(progressBarPrefix + "Calculating size of directories...", "Scanning '" + directory.FullName + "'...", 0f);
|
||||
|
||||
/// Calculate size of all files in directory.
|
||||
long filesSize = directory.EnumerateFiles().Sum((FileInfo file) => file.Length);
|
||||
|
||||
/// Calculate size of all nested directories.
|
||||
long directoriesSize = 0;
|
||||
if (includeNested)
|
||||
{
|
||||
IEnumerable<DirectoryInfo> nestedDirectories = directory.EnumerateDirectories();
|
||||
foreach (DirectoryInfo nestedDir in nestedDirectories)
|
||||
{
|
||||
directoriesSize += ProjectCloner.GetDirectorySize(nestedDir, true, progressBarPrefix);
|
||||
}
|
||||
}
|
||||
|
||||
return filesSize + directoriesSize;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts process in the system console, taking the given fileName and args.
|
||||
/// </summary>
|
||||
/// <param name="fileName"></param>
|
||||
/// <param name="args"></param>
|
||||
private static void StartHiddenConsoleProcess(string fileName, string args)
|
||||
{
|
||||
var process = new System.Diagnostics.Process();
|
||||
//process.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
|
||||
process.StartInfo.FileName = fileName;
|
||||
process.StartInfo.Arguments = args;
|
||||
|
||||
process.Start();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
11
Assets/UnityProjectCloner/Editor/ProjectCloner.cs.meta
Normal file
11
Assets/UnityProjectCloner/Editor/ProjectCloner.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6148e48ed6b61d748b187d06d3687b83
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
131
Assets/UnityProjectCloner/Editor/ProjectClonerWindow.cs
Normal file
131
Assets/UnityProjectCloner/Editor/ProjectClonerWindow.cs
Normal file
|
|
@ -0,0 +1,131 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityProjectCloner;
|
||||
using System.IO;
|
||||
|
||||
namespace UnityProjectCloner
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides Unity Editor window for ProjectCloner.
|
||||
/// </summary>
|
||||
public class ProjectClonerWindow : EditorWindow
|
||||
{
|
||||
/// <summary>
|
||||
/// True if currently open project is a clone.
|
||||
/// </summary>
|
||||
public bool isClone
|
||||
{
|
||||
get { return ProjectCloner.IsClone(); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if project clone exists.
|
||||
/// </summary>
|
||||
public bool isCloneCreated
|
||||
{
|
||||
get { return ProjectCloner.GetCloneProjectsPath().Count >= 1; }
|
||||
}
|
||||
|
||||
[MenuItem("Tools/Project Cloner")]
|
||||
private static void InitWindow()
|
||||
{
|
||||
ProjectClonerWindow window = (ProjectClonerWindow)EditorWindow.GetWindow(typeof(ProjectClonerWindow));
|
||||
window.titleContent = new GUIContent("Project Cloner");
|
||||
window.Show();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (isClone)
|
||||
{
|
||||
/// If it is a clone project...
|
||||
string originalProjectPath = ProjectCloner.GetOriginalProjectPath();
|
||||
if (originalProjectPath == string.Empty)
|
||||
{
|
||||
/// If original project cannot be found, display warning message.
|
||||
string thisProjectName = ProjectCloner.GetCurrentProject().name;
|
||||
string supposedOriginalProjectName = ProjectCloner.GetCurrentProject().name.Replace("_clone", "");
|
||||
EditorGUILayout.HelpBox(
|
||||
"This project is a clone, but the link to the original seems lost.\nYou have to manually open the original and create a new clone instead of this one.\nThe original project should have a name '" + supposedOriginalProjectName + "', if it was not changed.",
|
||||
MessageType.Warning);
|
||||
}
|
||||
else
|
||||
{
|
||||
/// If original project is present, display some usage info.
|
||||
EditorGUILayout.HelpBox(
|
||||
"This project is a clone of the project '" + Path.GetFileName(originalProjectPath) + "'.\nIf you want to make changes the project files or manage clones, please open the original project through Unity Hub.",
|
||||
MessageType.Info);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
/// If it is an original project...
|
||||
if (isCloneCreated)
|
||||
{
|
||||
GUILayout.BeginVertical("HelpBox");
|
||||
GUILayout.Label("Clones of this Project");
|
||||
/// If clone(s) is created, we can either open it or delete it.
|
||||
var cloneProjectsPath = ProjectCloner.GetCloneProjectsPath();
|
||||
for (int i = 0; i < cloneProjectsPath.Count; i++)
|
||||
{
|
||||
|
||||
GUILayout.BeginVertical("GroupBox");
|
||||
string cloneProjectPath = cloneProjectsPath[i];
|
||||
EditorGUILayout.LabelField("Clone " + i);
|
||||
EditorGUILayout.TextField("Clone project path", cloneProjectPath, EditorStyles.textField);
|
||||
if (GUILayout.Button("Open in New Editor"))
|
||||
{
|
||||
ProjectCloner.OpenProject(cloneProjectPath);
|
||||
}
|
||||
GUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("Delete"))
|
||||
{
|
||||
bool delete = EditorUtility.DisplayDialog(
|
||||
"Delete the clone?",
|
||||
"Are you sure you want to delete the clone project '" + ProjectCloner.GetCurrentProject().name + "_clone'? If so, you can always create a new clone from ProjectCloner window.",
|
||||
"Delete",
|
||||
"Cancel");
|
||||
if (delete)
|
||||
{
|
||||
ProjectCloner.DeleteClone(cloneProjectPath);
|
||||
}
|
||||
}
|
||||
|
||||
//Offer a solution to user in-case they are stuck with deleting project
|
||||
if (GUILayout.Button("?", GUILayout.Width(30)))
|
||||
{
|
||||
var openUrl = EditorUtility.DisplayDialog("Can't delete clone?",
|
||||
"Sometime clone can't be deleted due to it's still being opened by another unity instance running in the background." +
|
||||
"\nYou can read this answer from ServerFault on how to find and kill the process.", "Open Answer");
|
||||
if (openUrl)
|
||||
{
|
||||
Application.OpenURL("https://serverfault.com/a/537762");
|
||||
}
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
//Have difficulty with naming
|
||||
//GUILayout.Label("Other", EditorStyles.boldLabel);
|
||||
if (GUILayout.Button("Add new clone"))
|
||||
{
|
||||
ProjectCloner.CreateCloneFromCurrent();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
/// If no clone created yet, we must create it.
|
||||
EditorGUILayout.HelpBox("No project clones found. Create a new one!", MessageType.Info);
|
||||
if (GUILayout.Button("Create new clone"))
|
||||
{
|
||||
ProjectCloner.CreateCloneFromCurrent();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/UnityProjectCloner/Editor/ProjectClonerWindow.cs.meta
Normal file
11
Assets/UnityProjectCloner/Editor/ProjectClonerWindow.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a041d83486c20b84bbf5077ddfbbca37
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
110
Assets/UnityProjectCloner/Project.cs
Normal file
110
Assets/UnityProjectCloner/Project.cs
Normal file
|
|
@ -0,0 +1,110 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using UnityProjectCloner;
|
||||
|
||||
namespace UnityProjectCloner
|
||||
{
|
||||
public class Project : System.ICloneable
|
||||
{
|
||||
public string name;
|
||||
public string projectPath;
|
||||
string rootPath;
|
||||
public string assetPath;
|
||||
public string projectSettingsPath;
|
||||
public string libraryPath;
|
||||
public string packagesPath;
|
||||
public string autoBuildPath;
|
||||
char[] separator = new char[1] { '/' };
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
public Project()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the project object by parsing its full path returned by Unity into a bunch of individual folder names and paths.
|
||||
/// </summary>
|
||||
/// <param name="path"></param>
|
||||
public Project(string path)
|
||||
{
|
||||
ParsePath(path);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Create a new object with the same settings
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public object Clone()
|
||||
{
|
||||
Project newProject = new Project();
|
||||
newProject.rootPath = rootPath;
|
||||
newProject.projectPath = projectPath;
|
||||
newProject.assetPath = assetPath;
|
||||
newProject.projectSettingsPath = projectSettingsPath;
|
||||
newProject.libraryPath = libraryPath;
|
||||
newProject.name = name;
|
||||
newProject.separator = separator;
|
||||
newProject.packagesPath = packagesPath;
|
||||
newProject.autoBuildPath = autoBuildPath;
|
||||
|
||||
return newProject;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Update the project object by renaming and reparsing it. Pass in the new name of a project, and it'll update the other member variables to match.
|
||||
/// </summary>
|
||||
/// <param name="name"></param>
|
||||
public void updateNewName(string newName)
|
||||
{
|
||||
name = newName;
|
||||
ParsePath(rootPath + "/" + name + "/Assets");
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Debug override so we can quickly print out the project info.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public override string ToString()
|
||||
{
|
||||
string printString = name + "\n" +
|
||||
rootPath + "\n" +
|
||||
projectPath + "\n" +
|
||||
assetPath + "\n" +
|
||||
projectSettingsPath + "\n" +
|
||||
packagesPath + "\n" +
|
||||
autoBuildPath + "\n" +
|
||||
libraryPath;
|
||||
return (printString);
|
||||
}
|
||||
|
||||
private void ParsePath(string path)
|
||||
{
|
||||
//Unity's Application functions return the Assets path in the Editor.
|
||||
projectPath = path;
|
||||
|
||||
//pop off the last part of the path for the project name, keep the rest for the root path
|
||||
List<string> pathArray = projectPath.Split(separator).ToList<string>();
|
||||
name = pathArray.Last();
|
||||
|
||||
pathArray.RemoveAt(pathArray.Count() - 1);
|
||||
rootPath = string.Join(separator[0].ToString(), pathArray);
|
||||
|
||||
assetPath = projectPath + "/Assets";
|
||||
projectSettingsPath = projectPath + "/ProjectSettings";
|
||||
libraryPath = projectPath + "/Library";
|
||||
packagesPath = projectPath + "/Packages";
|
||||
autoBuildPath = projectPath + "/AutoBuild";
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/UnityProjectCloner/Project.cs.meta
Normal file
11
Assets/UnityProjectCloner/Project.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ec8d3a1577179ef44815739178cf75b4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
15
Assets/UnityProjectCloner/projectCloner.asmdef
Normal file
15
Assets/UnityProjectCloner/projectCloner.asmdef
Normal file
|
|
@ -0,0 +1,15 @@
|
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -9,7 +9,7 @@ TagManager:
|
|||
- Default
|
||||
- TransparentFX
|
||||
- Ignore Raycast
|
||||
-
|
||||
- Player
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user