TheKingsRace/Assets/Scripts/Environment/Pitfall.cs
2022-04-12 22:40:25 -05:00

148 lines
6.2 KiB
C#

using MLAPI;
using MLAPI.Exceptions;
using MLAPI.Messaging;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Pitfall : NetworkBehaviour
{
[SerializeField] private Transform RespawnPoint; //Where player will respawn to, set in GUI
public Transform runnerPrefab;
private GameObject _runner;
private bool cooldown = false;
private void OnTriggerEnter(Collider other) {
if (cooldown == false && other.transform.gameObject.tag == "PlayerTrigger" && other.gameObject.transform.root.gameObject.GetComponent<NetworkObject>().OwnerClientId == NetworkManager.Singleton.LocalClientId) {
other.transform.root.GetComponentInChildren<PlayerStats>().IsRespawning = true;
RespawnPlayerServerRPC(other.gameObject.transform.root.gameObject.GetComponent<NetworkObject>().OwnerClientId);
cooldown = true;
StartCoroutine(CoolItDown());
}
}
IEnumerator CoolItDown()
{
yield return new WaitForSecondsRealtime(1f);
cooldown = false;
}
[ServerRpc(RequireOwnership = false)]
private void RespawnPlayerServerRPC(ulong clientID, ServerRpcParams serverRpcParams = default)
{
// Get all players in the scene
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
// Find our player first
foreach (GameObject character in playableCharacters)
{
if (character.GetComponent<NetworkObject>().OwnerClientId == clientID)
{
// Player found
// Despawn them
try
{
character.GetComponent<NetworkObject>().Despawn(true);
} catch (SpawnStateException e) {
Debug.LogError("Spawn State Exception Exception:");
Debug.LogError(e);
return;
}
// Spawn the player
if (ServerGameNetPortal.Instance.clientIdToGuid.TryGetValue(clientID, out string clientGuid))
{
if (ServerGameNetPortal.Instance.clientData.TryGetValue(clientGuid, out PlayerData playerData))
{
// Spawn as player
_runner = Instantiate(runnerPrefab, RespawnPoint.position, Quaternion.Euler(0, -90, 0)).gameObject;
_runner.GetComponent<NetworkObject>().SpawnAsPlayerObject(clientID, null, true);
// Handle Client Spawning Locally
string itemsAsString = string.Join(",", playerData.pInv.NetworkItemList);
StartCoroutine(SpawnClient(clientID, itemsAsString));
}
}
}
}
}
// The client respawning needs a slight delay to allow for the spawn to properly sync up
IEnumerator SpawnClient(ulong clientID, string itemsAsString) {
// First notify the player they are respawning (so we display stuff on screen)
ClientRpcParams clientRpcParams = new ClientRpcParams
{
Send = new ClientRpcSendParams
{
TargetClientIds = new ulong[] { clientID }
}
};
UIRespawningClientRpc(clientID, clientRpcParams);
// 3 Second Respawn Delay
yield return new WaitForSecondsRealtime(3f);
// Now actually respawn the player
clientRpcParams = new ClientRpcParams
{
Send = new ClientRpcSendParams
{
TargetClientIds = new ulong[] { clientID }
}
};
SpawnPlayerClientRpc(clientID, itemsAsString, clientRpcParams);
}
[ClientRpc]
private void UIRespawningClientRpc(ulong clientId, ClientRpcParams clientRpcParams = default) {
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(true);
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = false;
}
// Spawn in each player
[ClientRpc]
public void SpawnPlayerClientRpc(ulong clientId, string itemsAsString, ClientRpcParams clientRpcParams = default) {
GameObject[] playableCharacters = GameObject.FindGameObjectsWithTag("Player");
foreach (GameObject character in playableCharacters)
{
if (character.GetComponent<NetworkObject>().OwnerClientId == clientId)
{
// Rebuild inventory
List<string> itemList = itemsAsString.Split(',').ToList();
character.GetComponentInChildren<PlayerInventory>().UpdateEquips(itemList, this.gameObject.GetComponent<InventoryManager>().ItemDict);
GameObject UICamera = GameHandler.FindGameObjectInChildWithTag(character, "UICam");
GameHandler.FindGameObjectInChildWithTag(character, "UICam").GetComponent<Camera>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<Camera>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<AudioListener>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(UICamera, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
character.GetComponentInChildren<MoveStateManager>().enabled = true;
character.GetComponentInChildren<DashStateManager>().enabled = true;
character.GetComponentInChildren<NitroStateManager>().enabled = true;
character.GetComponentInChildren<AerialStateManager>().enabled = true;
character.GetComponentInChildren<OffenseStateManager>().enabled = true;
character.GetComponentInChildren<CoolDown>().populatePlayerCanvas();
character.GetComponentInChildren<PlayerStats>().IsRespawning = false;
}
}
// Also turn off the respawning UI and back on the UI for the timer
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().setRespawnPanelVisibility(false);
GameObject.FindGameObjectWithTag("RunnerHUD").GetComponent<PlayerHUD>().countdown_text.enabled = true;
}
}