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{fileID: 751788724} + m_Father: {fileID: 0} + m_RootOrder: 6 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/Project Undercover/Assets/Scenes/GameScene/NavMesh.asset b/Project Undercover/Assets/Scenes/GameScene/NavMesh.asset index 6ee1bdc..e08a9f1 100644 Binary files a/Project Undercover/Assets/Scenes/GameScene/NavMesh.asset and b/Project Undercover/Assets/Scenes/GameScene/NavMesh.asset differ diff --git a/Project Undercover/Assets/Scenes/GameScene/NavMesh.asset.meta b/Project Undercover/Assets/Scenes/GameScene/NavMesh.asset.meta index 2a35794..f04ac81 100644 --- a/Project Undercover/Assets/Scenes/GameScene/NavMesh.asset.meta +++ b/Project Undercover/Assets/Scenes/GameScene/NavMesh.asset.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 guid: 81dcf7f0f9bbf8d489e54b8112156b28 -timeCreated: 1510208134 +timeCreated: 1510263437 licenseType: Free NativeFormatImporter: mainObjectFileID: 23800000 diff --git a/Project Undercover/Assets/Scripts/CharacterStateMachine/CharacterAnimator.cs b/Project Undercover/Assets/Scripts/CharacterStateMachine/CharacterAnimator.cs index 5a1d54f..47f5be1 100644 --- a/Project Undercover/Assets/Scripts/CharacterStateMachine/CharacterAnimator.cs +++ b/Project Undercover/Assets/Scripts/CharacterStateMachine/CharacterAnimator.cs @@ -9,7 +9,7 @@ public class CharacterAnimator : Photon.PunBehaviour public enum Params { - Idle, MoveSpeed, PassingMessage, Interrupted, Wave, Acknowledging, Handshake, Interacting, Bow + Idle, MoveSpeed, PassingMessage, Interrupted, Wave, Acknowledging, Handshake, Interacting, Bow, Rummage } protected virtual void Awake() diff --git a/Project Undercover/Assets/Scripts/Guard/GuardCamera.cs b/Project Undercover/Assets/Scripts/Guard/GuardCamera.cs index 4fcd4a8..27cd48b 100755 --- a/Project Undercover/Assets/Scripts/Guard/GuardCamera.cs +++ b/Project Undercover/Assets/Scripts/Guard/GuardCamera.cs @@ -11,6 +11,8 @@ public class GuardCamera : Photon.PunBehaviour { private float xRotation = 0.0f; private float yRotation = 0.0f; + private string mName; + private List mPlayers; // Photo Player IDs [SerializeField] @@ -23,6 +25,9 @@ public class GuardCamera : Photon.PunBehaviour { mCamera = GetComponent(); mListener = GetComponent(); + // Get the name of this camera. + mName = this.name; + // Everything off by default mSpotlight.enabled = false; mCamera.enabled = false; @@ -75,6 +80,32 @@ public class GuardCamera : Photon.PunBehaviour { photonView.RPC("RemovePlayer", PhotonTargets.All, PhotonNetwork.player.ID); } + /** + * Disable preview mode. See EnablePreviewMode(). + */ + public void DisablePreviewMode() + { + // Turn off the camera. + mCamera.enabled = false; + + // Reset the viewport to original dimensions. + mCamera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); + } + + /** + * Enable preview mode, which allows cameras to be viewed side-by-side + * like a guard screen. + */ + public void EnablePreviewMode(float size, int x, int y) + { + // Turn on the camera in case it was disabled, but disable sound. + mCamera.enabled = true; + mListener.enabled = false; + + // Set the viewport appropriately. + mCamera.rect = new Rect(size * x, size * y, size, size); + } + public bool InControl() { if (mPlayers.Count == 0 || mPlayers[0] != PhotonNetwork.player.ID) diff --git a/Project Undercover/Assets/Scripts/Guard/GuardController.cs b/Project Undercover/Assets/Scripts/Guard/GuardController.cs index ea772f4..a20ea08 100755 --- a/Project Undercover/Assets/Scripts/Guard/GuardController.cs +++ b/Project Undercover/Assets/Scripts/Guard/GuardController.cs @@ -6,14 +6,14 @@ public class GuardController : Photon.PunBehaviour { public Text cameraStatusText; - const float CAMERA_SENSITIVITY = 120.0f; + const float CAMERA_SENSITIVITY = 120.0f; - private int mCurrentCamera; + private int mCurrentCamera; // -1 means preview mode private List mCameras; private bool mInControl; - void Start() + void Start() { // Fetch all cameras mCameras = new List(); @@ -26,10 +26,47 @@ public class GuardController : Photon.PunBehaviour { } } - // Default is no camera. First to get it in Update wins. - // Photon doesn't seem to sync camera players until update, - // so if we Activate() here, it won't lock. + // Default is preview mode. mCurrentCamera = -1; + EnablePreviewMode(); + } + + /** + * Disable preview mode on all cameras. + */ + void DisablePreviewMode() + { + if (mCurrentCamera >= 0) + { + return; + } + foreach (var guardCamera in mCameras) + { + guardCamera.DisablePreviewMode(); + } + } + + /** + * Enable preview mode on call cameras and position them appropriately. + */ + void EnablePreviewMode() + { + // Deactivate current camera, if necessary. + if (mCurrentCamera != -1) + { + mCameras[mCurrentCamera].Deactivate(); + } + mCurrentCamera = -1; + + // Cameras are always arranged in ZxZ rows and columns. Determine Z. + int z = (int) Mathf.Ceil(Mathf.Sqrt(mCameras.Count)); + float size = 1.0f / z; + + // Set all cameras to preview mode appropriately. + for (int i = 0; i < mCameras.Count; ++i) + { + mCameras[i].EnablePreviewMode(size, i % z, i / z); + } } /** @@ -37,6 +74,9 @@ public class GuardController : Photon.PunBehaviour { */ void SetCameraText() { + // TODO - GuardCamera should be responsible for text. + // Each GuardCamera should display its name in colored text. + // Red denotes that it is owned by another player, Green denotes free. if (mInControl) { cameraStatusText.text = "In-Control"; @@ -48,14 +88,13 @@ public class GuardController : Photon.PunBehaviour { } /** - * Cycle the player to the next camera, or grab the first camera - * if we don't have one yet. + * Cycle the player to a specific camera, or just the next one. */ - void SwitchCamera() + void SwitchCamera(int nextCamera = -1) { // Get relevant camera indexes int lastCamera = mCurrentCamera; - mCurrentCamera += 1; + mCurrentCamera = nextCamera == -1 ? mCurrentCamera + 1 : nextCamera; if (mCurrentCamera >= mCameras.Count) { mCurrentCamera = 0; @@ -80,7 +119,54 @@ public class GuardController : Photon.PunBehaviour { void Update() { - if (Input.GetKeyDown("space") || mCurrentCamera == -1) + if (mCurrentCamera < 0) + { + UpdatePreviewMode(); + } + else + { + UpdateSingle(); + } + } + + void UpdatePreviewMode() + { + // If the player clicks a camera, switch to that camera. + if (Input.GetButtonDown("Fire1")) + { + // Get the click location. + float x = Input.mousePosition.x / Screen.width; + float y = Input.mousePosition.y / Screen.height; + + // Cameras are always arranged in ZxZ rows and columns. Determine Z. + int z = (int)Mathf.Ceil(Mathf.Sqrt(mCameras.Count)); + float size = 1.0f / z; + + // Determine the camera that the click corresponds to, if any. + int tileX = (int) (x / size); + int tileY = (int) (y / size); + int camera = tileY * z + tileX; + + // If the camera is valid, switch to it. + if (camera < mCameras.Count) + { + DisablePreviewMode(); + SwitchCamera(camera); + } + } + } + + void UpdateSingle() + { + // Escape switches to Preview Mode. + if (Input.GetKeyDown("escape")) + { + EnablePreviewMode(); + return; + } + + // Space switches to next camera. + if (Input.GetKeyDown("space")) { SwitchCamera(); } @@ -119,5 +205,5 @@ public class GuardController : Photon.PunBehaviour { float xRotation = Time.deltaTime * Input.GetAxis("Horizontal") * CAMERA_SENSITIVITY; float yRotation = Time.deltaTime * -Input.GetAxis("Vertical") * CAMERA_SENSITIVITY; GetCurrentGuardCamera().Rotate(xRotation, yRotation); - } -} \ No newline at end of file + } +}