68 lines
1.9 KiB
C#
68 lines
1.9 KiB
C#
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using UnityEngine;
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using System.Collections.Generic;
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using NeonTea.Quakeball.Networking.Instances;
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using NeonTea.Quakeball.Networking;
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using NeonTea.Quakeball.TeaNet.Packets;
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namespace NeonTea.Quakeball.Game {
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public class GameMaster {
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private NetInstance Instance;
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public GameMode GameMode;
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public Dictionary<Team, List<ulong>> Players = new Dictionary<Team, List<ulong>>();
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public GameMaster() {
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Instance = Net.Singleton.Instance;
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GameMode = GameMode.TeamPlay;
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Players[Team.FreeForAll] = new List<ulong>();
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Players[Team.Sun] = new List<ulong>();
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Players[Team.Moon] = new List<ulong>();
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}
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public void PlayerJoined(NetPlayer player) {
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Team team = Team.FreeForAll;
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if (GameMode == GameMode.TeamPlay) {
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if (Players[Team.Sun].Count > Players[Team.Moon].Count) {
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team = Team.Sun;
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} else {
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team = Team.Moon;
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}
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}
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Players[Team.Sun].Add(player.Id);
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player.Team = team;
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}
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public void PlayerLeft(NetPlayer player) {
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Players[player.Team].Remove(player.Id);
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}
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public Vector3 GetSpawn(NetPlayer player) {
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string Tag = "Respawn";
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switch (player.Team) {
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case Team.Sun:
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Tag = "SunRespawn";
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break;
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case Team.Moon:
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Tag = "MoonRespawn";
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break;
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}
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GameObject[] spawnPoints = GameObject.FindGameObjectsWithTag(Tag);
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return spawnPoints[Random.Range(0, spawnPoints.Length)].transform.position;
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}
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}
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public enum GameMode {
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TeamPlay = 0,
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FreeForAll = 1,
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}
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public enum Team {
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FreeForAll = 0,
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Sun = 1,
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Moon = 2,
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}
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}
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