branchwiseguys/main/Network_Refactor/Build/GameModesSupportcancel

88 Commits over 0 Days - ∞cph!

7 Years Ago
Really basic framework for game modes stored in ScriptableObjects. Game mode is selected, loaded, and passed to connecting clients (via name). Bootstrap stores the data on all potential game modes.
7 Years Ago
Merge in all Bill Ford's fixes
7 Years Ago
Character type/role refactor with a view to supporting game modes. Character types can now be defined as individual ScriptableObjects (see the new Resources/character/character.types folder), with no limit on the number of configurations. These will then be assigned to Game Mode objects as NPC types to spawn, or player spawn types. Starting inventory can be customised as well.
7 Years Ago
Game mode definitions can now hold NPC spawn data. Could do with a nicer Inspector interface though.
7 Years Ago
Improved WiseGuysTools mode selection interface
7 Years Ago
Mostly just cleaned up the asset creation menu
7 Years Ago
Game modes now have custom handler for spawn/respawn
7 Years Ago
Merge in Bill Ford's changes from Main
7 Years Ago
Moving files only
7 Years Ago
Better(?) way to access current active game mode on server or client
7 Years Ago
GameModes can now create a custom NetworkEntity and destroy it on game end, allowing for fully custom per-game-mode code, or sharing data from server to clients
7 Years Ago
GameMode custom prefabs no longer HAVE to be networked. Use them just to store data on the server if you like
7 Years Ago
Semi-porting the ZGameMode to the new system
7 Years Ago
PlayerSpawnHandler work
7 Years Ago
- Moved network physics checks (Bill F's ones for listen servers) out of NetworkEntity and into GamePhysics, since all they need as a reference is any GameObject, and this allows things without a NetworkEntity to use them. - Fixed explosion damage not working correctly on listen servers.
7 Years Ago
Working on porting ZGameMode to the new GameMode system, and adding features to the system as it progresses.
7 Years Ago
Going to do game modes a bit differently I think, as the sort of building block system I have now is getting a bit unwieldy. Committing some more work I have so far. Also merge from Main.
7 Years Ago
Game mode system refactor. Working a lot better
7 Years Ago
Merge in from Main
7 Years Ago
Game end triggers (see GameModeTriggerSettings.cs)
7 Years Ago
Checking character changes instead of user changes
7 Years Ago
Minor stuff
7 Years Ago
Bah, lots of refactoring, simplifying, making things make sense
7 Years Ago
Missed one commit
7 Years Ago
7 Years Ago
Testing and fixing stuff
7 Years Ago
More general game mode stuff
7 Years Ago
Minor fixes for load order
7 Years Ago
Game mode trigger fix
7 Years Ago
A bunch of work getting the right ordering and counts on triggers etc
7 Years Ago
Round start countdown with UI
7 Years Ago
Game mode game round handling
7 Years Ago
Porting ZGameMode.
7 Years Ago
Minor stuff
7 Years Ago
Allow showing server console in editor again, making it an option in WiseGuysTools. Removed the no-longer-used skipInitialSpawnScreen toggle.
7 Years Ago
My static character lists didn't work on listen servers. :( Changed to a CharacterManager that can have separate Client and Server versions.
7 Years Ago
Main change here is actually bumping the project .NET version so that I could use ObservableCollection.
7 Years Ago
Minor bugfix
7 Years Ago
Various minor stuff
7 Years Ago
Big refactor to how game modes run. Will be some bugs, but this is better. Bit more like Bill F's original zombie mode as well.
7 Years Ago
Fixed prop spawns
7 Years Ago
7 Years Ago
7 Years Ago
WiseGuysTools edit
7 Years Ago
Stop the plane getting pushed around by NPCs riding it in listen server mode
7 Years Ago
Fixed zombie respawn issue, and IsServer door definition spam
7 Years Ago
Fixing game mode transition issues
7 Years Ago
Transitions between different game mode states working nicely