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project-undercover/Project Undercover/Assets/Scripts/Lobby/GameManager.cs
2017-10-31 13:33:08 -05:00

79 lines
2.3 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameManager : Photon.PunBehaviour {
public GameObject guardController;
public GameObject spyPrefab, NPCPrefab, cameraRigPrefab;
public int numNpcs = 9;
public int spyMissionsComplete = 0;
public float waitBetweenMissions = 5.0f;
public bool onMissionCooldown = false;
public Text missionsCompleteText;
public GameObject winPanel;
public GameObject guardPanel;
public GameObject spyPanel;
public GameObject guardCameraPanel;
public Text winText;
private int numOfMissions = 3;
public override void OnLeftRoom()
{
SceneManager.LoadScene("Launcher");
}
public override void OnPhotonPlayerConnected(PhotonPlayer other)
{
Debug.Log("OnPhotonPlayerConnected() " + other.NickName); // not seen if you're the player connecting
}
public override void OnPhotonPlayerDisconnected(PhotonPlayer other)
{
Debug.Log("OnPhotonPlayerDisconnected() " + other.NickName); // seen when other disconnects
LeaveRoom();
}
public void LeaveRoom()
{
PhotonNetwork.LeaveRoom();
}
void Start()
{
if (PersistantPlayerSettings.character == PersistantPlayerSettings.Character.Guard)
{
guardController.SetActive(true);
guardCameraPanel.SetActive(true);
//guardPanel.SetActive(true);
}
else
{
Vector3 randPos = StateController.GetRandomLocation();
var spy = PhotonNetwork.Instantiate(spyPrefab.name, randPos, Quaternion.identity, 0);
GameObject cameraRig = Instantiate(cameraRigPrefab, Vector3.zero, Quaternion.identity);
cameraRig.GetComponentInChildren<ThirdPersonCameraController>().SetTarget(spy.transform);
//spyPanel.SetActive(true);
}
/*
if (PhotonNetwork.isMasterClient)
{
for (int i = 0; i < numNpcs; i++)
{
Vector3 randPos = StateController.GetRandomLocation();
PhotonNetwork.Instantiate(NPCPrefab.name, randPos, Quaternion.identity, 0);
}
}*/
}
[PunRPC]
void SpawnNPC(Vector3 pos)
{
Instantiate(NPCPrefab, pos, Quaternion.identity);
}
}