149 lines
3.7 KiB
C#
149 lines
3.7 KiB
C#
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using System.Linq;
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using UdonSharp;
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using VRC.SDK3.UdonNetworkCalling;
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using VRC.SDKBase;
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using VRC.Udon.Common.Interfaces;
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[UdonBehaviourSyncMode(BehaviourSyncMode.Manual)]
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public class FloorMap : UdonSharpBehaviour
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{
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public FloorMapCountry[] Countries;
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[UdonSynced] private int _CurrentCountry = 0;
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[UdonSynced, FieldChangeCallback(nameof(RandomisedCountriesAndCities))] private int[] _RandomisedCountriesAndCities;
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private string[] _ChosenCountries = new string[MAX_SELECTED_COUNTRIES];
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private string[] _ChosenCities = new string[MAX_SELECTED_COUNTRIES];
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private const int MAX_SELECTED_COUNTRIES = 13;
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public void RandomiseCountries()
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{
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for (int i = 0; i < Countries.Length; i++)
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{
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Countries[i].gameObject.SetActive(false);
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}
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UnityEngine.Random.InitState(Networking.GetServerTimeInMilliseconds());
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int[] NewRandomCountries = new int[MAX_SELECTED_COUNTRIES];
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int[] NewRandomCities = new int[MAX_SELECTED_COUNTRIES];
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// Fill the countries array with a value too big to be valid.
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int NumberOfCountries = Countries.Length;
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for (int i = 0; i < MAX_SELECTED_COUNTRIES; i++)
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{
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NewRandomCountries[i] = NumberOfCountries;
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}
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for (int i = 0; i < MAX_SELECTED_COUNTRIES; i++)
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{
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int NewPulledIndex = NumberOfCountries;
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while (CountryIsAlreadyInArray(NewRandomCountries, NewPulledIndex) || Countries[NewPulledIndex].HardModeSelection)
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{
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NewPulledIndex = UnityEngine.Random.Range(0, NumberOfCountries);
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}
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NewRandomCountries[i] = NewPulledIndex;
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NewRandomCities[i] = UnityEngine.Random.Range(0, Countries[NewPulledIndex].Locations.Length);
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}
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// We're syncing the countries and cities as one array to keep
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// things simple to sync all at once.
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// Array format is all countries first, then all cities.
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int[] RandomCountriesAndCities = new int[MAX_SELECTED_COUNTRIES * 2];
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NewRandomCountries.CopyTo(RandomCountriesAndCities, 0);
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NewRandomCities.CopyTo(RandomCountriesAndCities, MAX_SELECTED_COUNTRIES);
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RandomisedCountriesAndCities = RandomCountriesAndCities;
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RequestSerialization();
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}
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private bool CountryIsAlreadyInArray(int[] Countries, int IndexToCheck)
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{
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for (int i = 0; i < MAX_SELECTED_COUNTRIES; i++)
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{
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if (Countries[i] == IndexToCheck)
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{
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return true;
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}
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}
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return false;
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}
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public void AssignRandomCountriesAndCities(int[] RandomisedCountriesAndCities)
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{
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DisableAllLocations();
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_CurrentCountry = 0;
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for (int i = 0; i < MAX_SELECTED_COUNTRIES; i++)
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{
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FloorMapCountry Country = Countries[RandomisedCountriesAndCities[i]];
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Country.gameObject.SetActive(true);
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FloorMapLocation Location = Country.Locations[RandomisedCountriesAndCities[MAX_SELECTED_COUNTRIES + i]];
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Location.gameObject.SetActive(true);
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_ChosenCountries[i] = Location.Country;
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_ChosenCities[i] = Location.City;
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}
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}
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public int NextCountry()
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{
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_CurrentCountry++;
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if (_CurrentCountry >= MAX_SELECTED_COUNTRIES)
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{
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// We ran out of countries. Just end the game here.
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return -1;
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}
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RequestSerialization();
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return _CurrentCountry;
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}
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public int GetCurrentCountryIndex()
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{
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return _CurrentCountry;
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}
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public string GetCurrentCountry()
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{
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return _ChosenCountries[_CurrentCountry];
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}
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public string GetCurrentCity()
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{
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return _ChosenCities[_CurrentCountry];
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}
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private void DisableAllLocations()
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{
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for (int i = 0; i < Countries.Length; i++)
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{
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FloorMapCountry Country = Countries[i];
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for (int j = 0; j < Country.Locations.Length; j++)
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{
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Country.Locations[j].gameObject.SetActive(false);
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}
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Country.gameObject.SetActive(false);
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}
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}
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public int[] RandomisedCountriesAndCities
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{
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set
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{
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_RandomisedCountriesAndCities = value;
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AssignRandomCountriesAndCities(_RandomisedCountriesAndCities);
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}
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get => _RandomisedCountriesAndCities;
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}
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}
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