Add multiplayer handling to TourManager
Each player will now be tracked independently, and can watch their own tour.
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@ -5,11 +5,11 @@ do
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local internal = { }
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-- Base IDs for various tour card UI elements. Actual IDs will have _[playerColor] appended
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local cardId = "tourCard"
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local narratorId = "tourNarratorImage"
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local textId = "tourText"
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local nextButtonId = "tourNext"
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local stopButtonId = "tourStop"
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local CARD_ID = "tourCard"
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local NARRATOR_ID = "tourNarratorImage"
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local TEXT_ID = "tourText"
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local NEXT_BUTTON_ID = "tourNext"
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local STOP_BUTTON_ID = "tourStop"
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-- Table centerpoint for the camera hook object. Camera handling is a bit erratic so it doesn't
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-- always land right where you think it's going to, but it's close
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@ -19,51 +19,59 @@ do
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z = 0,
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}
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local cameraHookGuid
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local currentCardIndex
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-- Trackers for the current state.
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local tourState = { }
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local cameraHookGuid = { }
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local currentCardIndex = { }
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-- Kicks off the tour by initializing the card and camera hook. A callback on the hook creation
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-- will then show the first card.
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-- @param playerColor Player color to start the tour for
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TourManager.startTour = function(playerColor)
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currentCardIndex = 1
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log(playerColor)
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tourState[playerColor] = {
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currentCardIndex = 1
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}
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-- Camera gets really screwy when we finalize if we don't start in ThirdPerson before attaching
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-- to the hook
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Player["White"].setCameraMode("ThirdPerson")
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internal.createTourCard("White")
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-- XML update takes time to load, wait for it to finish then create the hook
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Wait.condition(
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function()
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internal.createCameraHook()
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end,
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function()
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return not Global.UI.loading
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end
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)
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Player[playerColor].setCameraMode("ThirdPerson")
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Player[playerColor].lookAt({position={-22.265,-2.5,5.2575},pitch=64.343,yaw=90.333,distance=104.7})
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Wait.time(function()
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internal.createTourCard(playerColor)
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-- XML update takes time to load, wait for it to finish then create the hook
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Wait.condition(
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function()
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internal.createCameraHook(playerColor)
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end,
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function()
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return not Global.UI.loading
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end
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)
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end, 2)
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end
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-- Shows the next card in the tour script. This method is exposed (rather than being part of
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-- internal) because the XMLUI callbacks expect the method to be on the object directly.
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-- @param playerColor Player color to show the next card for
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function nextCard(playerColor)
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internal.hideCard()
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-- @param player Player object to show the next card for, provided by XMLUI callback
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function nextCard(player)
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internal.hideCard(player.color)
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Wait.time(function()
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currentCardIndex = currentCardIndex + 1
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if currentCardIndex > #TOUR_SCRIPT then
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internal.finalizeTour()
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tourState[player.color].currentCardIndex = tourState[player.color].currentCardIndex + 1
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if tourState[player.color].currentCardIndex > #TOUR_SCRIPT then
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internal.finalizeTour(player.color)
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else
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internal.showCurrentCard()
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internal.showCurrentCard(player.color)
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end
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end, 0.3)
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end
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-- Ends the tour and cleans up the camera. This method is exposed (rather than being part of
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-- internal) because the XMLUI callbacks expect the method to be on the object directly.
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-- @param playerColor Player color to end the tour for
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function stopTour(playerColor)
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internal.hideCard()
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-- @param player Player object to end the tour for, provided by XMLUI callback
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function stopTour(player)
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internal.hideCard(player.color)
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Wait.time(function()
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internal.finalizeTour()
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internal.finalizeTour(player.color)
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end, 0.3)
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end
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@ -71,25 +79,26 @@ do
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-- position, and shows the card.
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-- @param playerColor Player color to show the current card for
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internal.showCurrentCard = function(playerColor)
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internal.updateCardDisplay(currentCardIndex)
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local hook = getObjectFromGUID(cameraHookGuid)
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internal.updateCardDisplay(playerColor)
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local hook = getObjectFromGUID(tourState[playerColor].cameraHookGuid)
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hook.setPositionSmooth(CAMERA_HOME, false, false)
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local delay = 0.5
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if TOUR_SCRIPT[currentCardIndex].showObj ~= nil then
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local cardIndex = tourState[playerColor].currentCardIndex
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if TOUR_SCRIPT[cardIndex].showObj ~= nil then
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Wait.time(function()
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local lookAtObj = getObjectFromGUID(TOUR_SCRIPT[currentCardIndex].showObj)
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local lookAtObj = getObjectFromGUID(TOUR_SCRIPT[cardIndex].showObj)
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hook.setPositionSmooth(lookAtObj.getPosition(), false, false)
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end, delay)
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delay = delay + 0.5
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end
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Wait.time(function() Global.UI.show(cardId) end, delay)
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Wait.time(function() Global.UI.show(internal.getUiId(CARD_ID, playerColor)) end, delay)
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end
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-- Hides the current card being shown to a player. This can be in preparation for showing the
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-- next card, or ending the tour.
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-- @param playerColor Player color to hide the current card for
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internal.hideCard = function(playerColor)
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Global.UI.hide(cardId)
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Global.UI.hide(internal.getUiId(CARD_ID, playerColor))
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end
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-- Cleans up all the various resources associated with the tour, and (hopefully) resets the
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@ -97,22 +106,23 @@ do
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-- should include instructions for the player to fix it.
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-- @param playerColor Player color to clean up
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internal.finalizeTour = function(playerColor)
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local cameraHook = getObjectFromGUID(cameraHookGuid)
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local cameraHook = getObjectFromGUID(tourState[playerColor].cameraHookGuid)
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cameraHook.destruct()
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Player["White"].setCameraMode("ThirdPerson")
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Player[playerColor].setCameraMode("ThirdPerson")
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tourState[playerColor] = nil
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Wait.frames(function()
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-- This resets to the default camera position. If we don't place the camera exactly at the
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-- default, camera controls get weird
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Player["White"].lookAt({position={-22.265,-2.5,5.2575},pitch=64.343,yaw=90.333,distance=104.7})
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Player[playerColor].lookAt({position={-22.265,-2.5,5.2575},pitch=64.343,yaw=90.333,distance=104.7})
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end, 3)
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end
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-- Updates the card UI to show the appropriate narrator and text.
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-- @param index Script entry which should be shown
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-- @param playerColor Player color to update card for
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internal.updateCardDisplay = function(index, playerColor)
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Global.UI.setAttribute(narratorId, "image", TOUR_SCRIPT[index].narrator)
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Global.UI.setAttribute(textId, "text", TOUR_SCRIPT[index].text)
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internal.updateCardDisplay = function(playerColor)
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local index = tourState[playerColor].currentCardIndex
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Global.UI.setAttribute(internal.getUiId(NARRATOR_ID, playerColor), "image", TOUR_SCRIPT[index].narrator)
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Global.UI.setAttribute(internal.getUiId(TEXT_ID, playerColor), "text", TOUR_SCRIPT[index].text)
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end
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-- Creates a small, transparent object which the camera will be attached to in order to move the
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@ -121,6 +131,8 @@ do
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-- shown.
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-- @param playerColor Player color to create the hook for
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internal.createCameraHook = function(playerColor)
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log("Creating")
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log(playerColor)
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local hookData = {
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Name = "BlockSquare",
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Transform = {
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@ -141,6 +153,7 @@ do
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a = 0,
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},
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Locked = true,
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GMNotes = playerColor
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}
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spawnObjectData({ data = hookData, callback_function = internal.onHookCreated })
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@ -150,32 +163,36 @@ do
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-- (presumably first) card.
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-- @param hook Created object
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internal.onHookCreated = function(hook)
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cameraHookGuid = hook.getGUID()
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Player.White.attachCameraToObject({
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local playerColor = hook.getGMNotes()
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log("Hook created")
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log(playerColor)
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tourState[playerColor].cameraHookGuid = hook.getGUID()
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Player[playerColor].attachCameraToObject({
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object = hook,
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offset = { x = -20, y = 30, z = 0 }
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})
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internal.showCurrentCard()
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internal.showCurrentCard(playerColor)
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end
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-- Creates an XMLUI entry in Global for a player-specific tour card. Dynamically creating this
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-- is somewhat complex, but ensures we can properly handle any player color.
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-- @param playerColor Player color to create the card for
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internal.createTourCard = function(playerColor)
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if Global.UI.getAttributes("cardId_"..playerColor) ~= nil then
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-- Make sure the card doesn't exist before we create a new one
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if Global.UI.getAttributes(internal.getUiId(CARD_ID, playerColor)) ~= nil then
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return
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end
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cardId = cardId .. "_" .. playerColor
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narratorId = narratorId .. "_" .. playerColor
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textId = textId .. "_" .. playerColor
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nextButtonId = nextButtonId .. "_" .. playerColor
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stopButtonId = stopButtonId .. "_" .. playerColor
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tourCardTemplate.attributes.id = cardId
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CARD_ID = CARD_ID .. "_" .. playerColor
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NARRATOR_ID = NARRATOR_ID .. "_" .. playerColor
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TEXT_ID = TEXT_ID .. "_" .. playerColor
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NEXT_BUTTON_ID = NEXT_BUTTON_ID .. "_" .. playerColor
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STOP_BUTTON_ID = STOP_BUTTON_ID .. "_" .. playerColor
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tourCardTemplate.attributes.id = internal.getUiId(CARD_ID, playerColor)
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tourCardTemplate.attributes.visibility = playerColor
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tourCardTemplate.children[1].attributes.id = narratorId
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tourCardTemplate.children[2].children[1].attributes.id = textId
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tourCardTemplate.children[3].attributes.id = nextButtonId
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tourCardTemplate.children[4].attributes.id = stopButtonId
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tourCardTemplate.children[1].attributes.id = internal.getUiId(NARRATOR_ID, playerColor)
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tourCardTemplate.children[2].children[1].attributes.id = internal.getUiId(TEXT_ID, playerColor)
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tourCardTemplate.children[3].attributes.id = internal.getUiId(NEXT_BUTTON_ID, playerColor)
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tourCardTemplate.children[4].attributes.id = internal.getUiId(STOP_BUTTON_ID, playerColor)
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tourCardTemplate.children[3].attributes.onClick = self.getGUID().."/nextCard"
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tourCardTemplate.children[4].attributes.onClick = self.getGUID().."/stopTour"
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@ -184,5 +201,9 @@ do
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Global.UI.setXmlTable(globalXml)
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end
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internal.getUiId = function(baseId, playerColor)
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return baseId .. "_" .. playerColor
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end
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return TourManager
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end
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