added scoring system for the bow game

This commit is contained in:
2025-05-20 14:53:35 +03:00
parent 03a3ca570e
commit ffd98b6322
36 changed files with 2275 additions and 84 deletions

View File

@@ -5,6 +5,7 @@ using _PROJECT.Scripts.Bow;
using FishNet.Object;
using FishNet.Object.Synchronizing;
using TMPro;
using Unity.XR.CoreUtils;
using UnityEngine;
using Random = UnityEngine.Random;
@@ -24,6 +25,8 @@ public class ArcheryRange : NetworkBehaviour
public float roundLength = 60f;
public float targetSpawnTime = 3f;
public KeyboardManager keyboardManager;
private List<ArcheryTarget> _targets;
[SyncVar]
@@ -33,6 +36,10 @@ public class ArcheryRange : NetworkBehaviour
private float _nextTargetTime;
private bool _roundActive;
private readonly List<XROrigin> _presentPlayers = new();
private XROrigin _scoredPlayer;
public override void OnStartServer()
{
base.OnStartServer();
@@ -41,7 +48,46 @@ public class ArcheryRange : NetworkBehaviour
_score = 0;
_maxScore = 0;
_roundEndTime = 0f;
SetHighScoreText("High Score: 0");
_maxScore = LoadScoreFromDisk();
//+Debug.Log($"highScore is {_maxScore}");
StartCoroutine(DelayedSetHighScoreText(10f)); // Cannot immediately assign these values because fishnet needs time.
}
private System.Collections.IEnumerator DelayedSetHighScoreText(float delaySeconds)
{
yield return new WaitForSeconds(delaySeconds);
SetHighScoreText($"High Score: {_maxScore}");
}
private void OnTriggerEnter(Collider other)
{
SetHighScoreText($"High Score: {_maxScore}"); // Refresh high score UI
XROrigin enteredPlayer = other.GetComponent<XROrigin>();
if (enteredPlayer == null || _presentPlayers.Contains(enteredPlayer))
return;
_presentPlayers.Add(enteredPlayer); // Adds to the end
}
private void OnTriggerExit(Collider other)
{
XROrigin exitedPlayer = other.GetComponent<XROrigin>();
if (exitedPlayer == null) return;
_presentPlayers.Remove(exitedPlayer); // Shifts others left automatically
if (exitedPlayer == _scoredPlayer) keyboardManager.DeActivate(); // If the player <20>refuses to enter their name.
}
public override void OnStopServer()
{
base.OnStopServer();
SaveScoreToDisk(_maxScore);
}
// Update is called once per frame
@@ -101,9 +147,30 @@ public class ArcheryRange : NetworkBehaviour
_targets = new List<ArcheryTarget>();
if (_maxScore < _score) _maxScore = _score;
if(_presentPlayers.Count != 0) // If there are players in the area.
{
// Gives the score to the player longest-lasting in the area. It would be better to give it to the player that fired the starting arrow, but I'm not spending 10 hours on this.
XROrigin scoringPlayer = _presentPlayers.First();
Menu playermenu = scoringPlayer.GetComponentInChildren<Menu>();
_scoredPlayer = scoringPlayer;
playermenu.setCanvasVisibility(false); // Deactivates the menu to avoid overlap issues.
Transform keyboardPlacement = playermenu.updateMenuTransform();
keyboardManager.Activate(_score, keyboardPlacement);
SaveScoreToDisk(_maxScore);
SetHighScoreText($"High Score: {_maxScore}");
}
_score = 0;
SetHighScoreText($"High Score: {_maxScore}");
startTarget.ShowTarget();
_roundActive = false;
SetTimeLeftText("");
}
@@ -139,5 +206,29 @@ public class ArcheryRange : NetworkBehaviour
public void SetTimeLeftText(string text)
{
timeLeftText.text = text;
}
}
}
public class SaveData
{
public float HighScore;
}
public void SaveScoreToDisk(float highScore)
{
SaveData data = new SaveData { HighScore = highScore };
string json = JsonUtility.ToJson(data);
System.IO.File.WriteAllText("highscore.json", json);
}
public float LoadScoreFromDisk()
{
if (System.IO.File.Exists("highscore.json"))
{
string json = System.IO.File.ReadAllText("highscore.json");
SaveData data = JsonUtility.FromJson<SaveData>(json);
return data.HighScore;
}
return -1f; // default score
}
}