feature/Lucker-misc_RoundFramework #2
15
.sbproj
@@ -37,7 +37,20 @@
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"GameSettings": {},
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"Addons": "",
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"PreLaunchCommand": "",
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"PostLaunchCommand": ""
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"PostLaunchCommand": "lucker_minigames_per_round 1"
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}
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],
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"PackageSettings": [
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{
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"DisplayType": "Integer",
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"Choices": [],
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"ConVarName": "lucker_minigames_per_round",
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"DisplayName": "Minigames Per Round",
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"DefaultValue": "1",
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"Description": "The number of minigames played per round",
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"Group": "Other",
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|
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"Minimum": 1,
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"Maximum": 12
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}
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]
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}
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@@ -1,22 +1,39 @@
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using LuckerGame.Components.Lucker.Cameras;
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using LuckerGame.EntityComponents.Lucker;
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using LuckerGame.Events;
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using Sandbox;
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namespace LuckerGame.Entities;
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/// <summary>
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/// Represents a Player.
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/// Represents a person playing the game.
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/// This could belong to a Client or a Bot and represents a common entity to operate on for games and keeping score
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/// </summary>
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public partial class Lucker : Entity
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{
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/// <summary>
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/// The entity this Player currently controls
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/// The entity this lucker controls. This value is networked and should be accessed through <see cref="Pawn"/>.
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/// </summary>
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public Entity Pawn { get; set; }
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[Net] private Entity InternalPawn { get; set; }
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/// <summary>
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/// Before the round has started, this player indicated they were ready
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/// Accesses or sets the entity this lucker currently controls
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/// </summary>
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public Entity Pawn
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{
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get => InternalPawn;
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set
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{
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InternalPawn = value;
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if ( value != null )
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{
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value.Owner = this;
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}
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para
commented
According to Bing Chat this can be According to Bing Chat this can be
```cs
value?.Owner = this
```
conco
commented

Please ask bing chat which version of C# it believes supports this feature
para
commented
Yeah that's what I thought. I asked it and it just confidently lies about it and doesn't admit it's wrong. I found this stack overflow article on the topic and they just suggest a Yeah that's what I thought. I asked it and it just confidently lies about it and doesn't admit it's wrong. [I found this stack overflow article on the topic and they just suggest a `setValue()` method but that's kinda dumb for one-offs.](https://stackoverflow.com/questions/35887106/using-the-null-conditional-operator-on-the-left-hand-side-of-an-assignment)
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}
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}
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/// <summary>
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/// Before the round has started, this lucker indicated they were ready
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/// </summary>
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[Net] public bool Ready { get; set; }
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@@ -24,21 +41,24 @@ public partial class Lucker : Entity
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/// This Lucker's camera
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/// </summary>
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[BindComponent] public AbstractCamera Camera { get; }
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[BindComponent] public LuckerStats Stats { get; }
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/// <summary>
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/// Creates and properly sets up a Player entity for a given client
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/// Creates and properly sets up a <see cref="Lucker"/> entity for a given client
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/// </summary>
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/// <param name="client">the client to own the player</param>
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/// <returns>the newly created player</returns>
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/// <param name="client">the client to own the lucker</param>
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/// <returns>the newly created lucker</returns>
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public static Lucker CreateLuckerForClient( IClient client )
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{
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var player = new Lucker();
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client.Pawn = player;
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player.Owner = client as Entity;
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player.Name = client.Name;
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var camera = player.Components.Create<RTSCamera>();
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var lucker = new Lucker();
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client.Pawn = lucker;
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lucker.Owner = client as Entity;
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lucker.Name = client.Name;
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lucker.Components.Create<RTSCamera>();
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lucker.Components.Create<LuckerStats>();
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return player;
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return lucker;
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}
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/// <summary>
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@@ -49,12 +69,12 @@ public partial class Lucker : Entity
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public static void ReadyUpCommand(bool readyState)
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{
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var client = ConsoleSystem.Caller;
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var player = client.Pawn as Lucker;
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player.SetReady( readyState );
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var lucker = client.Pawn as Lucker;
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lucker.SetReady( readyState );
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}
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/// <summary>
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/// Sets this player's ready state
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/// Sets this lucker's ready state
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/// </summary>
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/// <param name="ready">the ready state being set</param>
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public void SetReady(bool ready)
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@@ -62,7 +82,7 @@ public partial class Lucker : Entity
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Ready = ready;
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if ( Game.IsServer )
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{
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Event.Run( LuckerEvent.PlayerReady, this, ready );
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Event.Run( LuckerEvent.LuckerReady, this, ready );
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}
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}
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@@ -12,8 +12,20 @@ namespace LuckerGame.Entities;
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/// </summary>
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public partial class MinigameManager : Entity
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{
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/// <summary>
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/// The currently loaded minigame
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/// </summary>
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[Net] public Minigame LoadedMinigame { get; private set; }
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private List<Minigame> AvailableMinigames { get; set; }
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/// <summary>
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/// A cached list of available minigames. Gets reloaded on a hotreload
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/// </summary>
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private List<TypeDescription> AvailableMinigames { get; set; }
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/// <summary>
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/// The luckers involved in the current minigame
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/// </summary>
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private List<Lucker> InvolvedLuckers { get; set; }
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public override void Spawn()
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{
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@@ -21,13 +33,17 @@ public partial class MinigameManager : Entity
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FindMinigames();
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}
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public void StartMinigame(List<Lucker> players, string minigameName = null)
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public void StartMinigame(List<Lucker> luckers, string minigameName = null)
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{
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InvolvedLuckers = luckers.ToList();
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if (CheckForMinigames())
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{
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LoadedMinigame = string.IsNullOrEmpty( minigameName ) ? AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault() : TypeLibrary.Create<Minigame>( minigameName );
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LoadedMinigame = string.IsNullOrEmpty( minigameName )
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? TypeLibrary.Create<Minigame>( AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault()
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.TargetType )
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: TypeLibrary.Create<Minigame>( minigameName );
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ChatBox.AddInformation( To.Everyone, $"Starting {LoadedMinigame.Name}" );
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LoadedMinigame.Initialize( players );
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LoadedMinigame.Initialize( luckers );
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}
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}
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@@ -46,7 +62,7 @@ public partial class MinigameManager : Entity
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{
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AvailableMinigames = TypeLibrary.GetTypes<Minigame>()
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.Where( type => !type.IsAbstract && !type.IsInterface )
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.Select( td => TypeLibrary.Create<Minigame>( td.TargetType ) ).ToList();
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.ToList();
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}
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[Event.Hotload]
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@@ -54,13 +70,49 @@ public partial class MinigameManager : Entity
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{
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FindMinigames();
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}
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/// <summary>
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/// Goes through the luckers included in the loaded minigame and deletes and nulls out any pawns assigned to them
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/// </summary>
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private void CleanupLuckerPawns()
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{
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if ( LoadedMinigame is not { IsValid: true } || InvolvedLuckers == null)
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{
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Log.Warning( "Attempted to clean up players without a minigame loaded!" );
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return;
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}
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InvolvedLuckers.ForEach( lucker =>
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{
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lucker.Pawn?.Delete();
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lucker.Pawn = null;
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} );
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}
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public void Tick()
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/// <summary>
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/// Called once per tick by the RoundManager. Ticks any running minigame.
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/// </summary>
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/// <returns>true if the current minigame has ended, else false</returns>
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public bool Tick()
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{
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if ( LoadedMinigame is not { IsValid: true } )
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{
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return;
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return false;
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}
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LoadedMinigame.Tick();
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var ended = LoadedMinigame.Tick();
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if ( !ended )
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{
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return false;
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}
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EndMinigame();
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return true;
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}
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private void EndMinigame()
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{
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LoadedMinigame.Cleanup();
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CleanupLuckerPawns();
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LoadedMinigame.Delete();
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LoadedMinigame = null;
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InvolvedLuckers = null;
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}
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}
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@@ -47,11 +47,21 @@ public partial class RoundManager : Entity
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#region In Progress State
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private const int MinigamesPerRound = 1;
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/// <summary>
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/// The number of minigames that should be played per round, settable via a convar
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/// </summary>
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[ConVar.Replicated("lucker_minigames_per_round")]
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private static int MinigamesPerRound { get; set; }
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private int MinigamesLeftInRound { get; set; }
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/// <summary>
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/// The number of minigames left in the current round
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/// </summary>
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public int MinigamesLeftInRound { get; set; }
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private List<Lucker> Players { get; set; }
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/// <summary>
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/// The luckers playing in the current round
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/// </summary>
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private List<Lucker> Luckers { get; set; }
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#endregion
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/// <inheritdoc/>
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@@ -76,16 +86,29 @@ public partial class RoundManager : Entity
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if ( RoundState == RoundState.InProgress )
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{
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MinigameManager.Tick();
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var ended = MinigameManager.Tick();
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if ( ended )
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|
para
commented
Can we iron out the definition of A Before a round: settings are configured and the lobby is populated with players waiting to start playing Can we iron out the definition of `Round` now?
A `Round` is not one instance of a `Minigame`, but rather multiple different `Minigame`s, right?
Before a round: settings are configured and the lobby is populated with players waiting to start playing
During a round: multiple different minigames will be played (started and stopped)
After a round: we will show the scoreboard and announce a winner.
conco
commented
I'd prefer setting up a round structure in a separate PR due to it moving logic around, but I agree with the definition, along with the idea that after a round ends a new one begins at the first stage again. I'd prefer setting up a round structure in a separate PR due to it moving logic around, but I agree with the definition, along with the idea that after a round ends a new one begins at the first stage again.
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{
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MinigamesLeftInRound--;
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if ( MinigamesLeftInRound > 0 )
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{
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MinigameManager.StartMinigame( Luckers );
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}
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else
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{
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RoundState = RoundState.NotStarted;
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}
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}
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}
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}
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/// <summary>
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/// Is triggered whenever a player readies up
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/// Is triggered whenever a lucker readies up or readies down
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/// </summary>
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/// <param name="readyLucker">the player that readied up, discarded</param>
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[LuckerEvent.PlayerReady]
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public void HandlePlayerReady( Lucker readyLucker, bool ready )
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/// <param name="readyLucker">the lucker that readied up</param>
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/// <param name="ready">the lucker's ready state</param>
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[LuckerEvent.LuckerReady]
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public void HandleLuckerReady( Lucker readyLucker, bool ready )
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{
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if ( RoundState != RoundState.NotStarted && RoundState != RoundState.StartCountdown )
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{
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@@ -94,9 +117,9 @@ public partial class RoundManager : Entity
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Log.Info( $"{readyLucker.Client.Name} set ready to {ready}" );
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var message = $"{readyLucker.Client.Name} is {(ready ? "now ready." : "no longer ready.")}";
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ChatBox.AddInformation( To.Everyone, message );
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var players = All.OfType<Lucker>().ToList();
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var readiedCount = players.Count( player => player.Ready );
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var totalCount = players.Count;
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var luckers = All.OfType<Lucker>().ToList();
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var readiedCount = luckers.Count( lucker => lucker.Ready );
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var totalCount = luckers.Count;
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if ( (float)readiedCount / totalCount > RequiredReadyPercent && RoundState == RoundState.NotStarted )
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{
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Log.Info( "Countdown started" );
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@@ -119,8 +142,13 @@ public partial class RoundManager : Entity
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}
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RoundState = RoundState.InProgress;
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Players = All.OfType<Lucker>().ToList();
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MinigameManager.StartMinigame( Players, minigameName );
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Luckers = All.OfType<Lucker>().ToList();
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Luckers.ForEach( lucker =>
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{
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lucker.Ready = false;
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} );
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MinigamesLeftInRound = MinigamesPerRound;
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MinigameManager.StartMinigame( Luckers, minigameName );
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}
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[ConCmd.Server( "start_round" )]
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@@ -76,7 +76,7 @@ public partial class Weapon : AnimatedEntity
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}
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/// <summary>
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/// Called when the weapon is either removed from the player, or holstered.
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/// Called when the weapon is either removed from the pawn, or holstered.
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/// </summary>
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public void OnHolster()
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{
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@@ -1,15 +0,0 @@
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using Sandbox;
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namespace LuckerGame.EntityComponents.Lucker;
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/// <summary>
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/// A component for capturing and passing around a client's input for an attached Lucker
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/// </summary>
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public class LuckerClientInput : EntityComponent<Entities.Lucker>
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{
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[ClientInput]
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public Vector3 InputDirection { get; set; }
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[ClientInput]
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public Angles ViewAngles { get; set; }
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}
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48
code/EntityComponents/Lucker/LuckerStats.cs
Normal file
@@ -0,0 +1,48 @@
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using Sandbox;
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using Sandbox.UI;
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namespace LuckerGame.EntityComponents.Lucker;
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/// <summary>
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/// Handles the stats associated with a lucker during a lobby.
|
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/// </summary>
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public partial class LuckerStats : EntityComponent<Entities.Lucker>, ISingletonComponent
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{
|
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/// <summary>
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/// The lucker's current score.
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/// </summary>
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[Net] private long Score { get; set; }
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/// <summary>
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/// Adds points to this lucker's score
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/// </summary>
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/// <param name="points">points to add (or remove if negative)</param>
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public void AddScore( long points )
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{
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Score += points;
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if ( points == 0 )
|
||||
{
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return;
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}
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var message = $"{Entity.Name} {(points > 0 ? "gained" : "lost")} {points} points!";
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ChatBox.AddInformation( To.Everyone, message );
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}
|
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|
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/// <summary>
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/// Resets this lucker's score to zero
|
||||
/// </summary>
|
||||
public void ResetScore()
|
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{
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Score = 0;
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}
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|
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/// <summary>
|
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/// Gets this lucker's current score
|
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/// </summary>
|
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/// <returns>this lucker's current score</returns>
|
||||
public long GetScore()
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||||
{
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return Score;
|
||||
}
|
||||
}
|
||||
@@ -4,16 +4,16 @@ namespace LuckerGame.Events;
|
||||
|
||||
public static partial class LuckerEvent
|
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{
|
||||
public const string PlayerReady = "lucker.playerReady";
|
||||
public const string LuckerReady = "lucker.luckerReady";
|
||||
|
||||
/// <summary>
|
||||
/// Event is run on the server whenever a player changes ready state
|
||||
/// The event handler is given the player that readied up and their new ready state
|
||||
/// Event is run on the server whenever a lucker changes ready state
|
||||
/// The event handler is given the lucker that readied up and their new ready state
|
||||
/// </summary>
|
||||
[MethodArguments(typeof(Entities.Lucker), typeof(bool))]
|
||||
public class PlayerReadyAttribute : EventAttribute
|
||||
public class LuckerReadyAttribute : EventAttribute
|
||||
{
|
||||
public PlayerReadyAttribute() : base(PlayerReady)
|
||||
public LuckerReadyAttribute() : base(LuckerReady)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,13 +15,14 @@ public abstract class Minigame : Entity
|
||||
/// <summary>
|
||||
/// Initializes the minigame with a list of luckers playing it.
|
||||
/// </summary>
|
||||
/// <param name="players">the players who made it into the minigame</param>
|
||||
public abstract void Initialize(List<Lucker> players);
|
||||
/// <param name="luckers">the luckers who made it into the minigame</param>
|
||||
public abstract void Initialize(List<Lucker> luckers);
|
||||
|
||||
/// <summary>
|
||||
/// Once a minigame is loaded and initialized, this method is called once per server tick.
|
||||
/// </summary>
|
||||
public abstract void Tick();
|
||||
/// <returns>true if the minigame has ended, false otherwise</returns>
|
||||
public abstract bool Tick();
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up any entities and components created by this minigame.
|
||||
|
||||
@@ -41,7 +41,7 @@ public partial class RussianPistol : Weapon
|
||||
}
|
||||
else
|
||||
{
|
||||
Pawn.PlaySound( "denyundo" );
|
||||
Pawn.PlaySound( "player_use_fail" );
|
||||
}
|
||||
Ammo--;
|
||||
}
|
||||
|
||||
@@ -14,87 +14,102 @@ namespace LuckerGame.Minigames.RussianRoulette;
|
||||
public class RussianRouletteMinigame : Minigame
|
||||
{
|
||||
public override string Name => "Russian Roulette";
|
||||
private List<Lucker> Players { get; set; }
|
||||
private List<Lucker> Luckers { get; set; }
|
||||
private Pawn Shooter { get; set; }
|
||||
|
||||
private const float ShooterDistance = 80f;
|
||||
private const float TimeBetweenShots = 7f;
|
||||
private const float TimeBetweenDeathAndEnd = 5f;
|
||||
private const string ShooterName = "The Russian";
|
||||
private int Taunted = 0;
|
||||
private Pawn ShooterTarget;
|
||||
|
||||
private List<Pawn> DeadVictims => Players
|
||||
.Select( player => player.Pawn as Pawn )
|
||||
.Where( pawn => !pawn.IsValid || pawn.LifeState != LifeState.Alive )
|
||||
private List<Pawn> DeadVictims => Luckers
|
||||
.Select( lucker => lucker.Pawn as Pawn )
|
||||
.Where( pawn => pawn is not { IsValid: true } || pawn.LifeState != LifeState.Alive )
|
||||
.ToList();
|
||||
|
||||
private TimeSince TimeSinceShot { get; set; }
|
||||
private TimeSince TimeSinceDeadVictim { get; set; }
|
||||
|
||||
public override void Initialize( List<Lucker> players )
|
||||
public override void Initialize( List<Lucker> luckers )
|
||||
{
|
||||
Players = players;
|
||||
Luckers = luckers;
|
||||
Shooter = new Pawn();
|
||||
Shooter.Name = ShooterName;
|
||||
var shooterInventory = Shooter.Components.Create<PawnInventory>();
|
||||
shooterInventory.AddWeapon( new RussianPistol() );
|
||||
|
||||
// Setup cameras for players
|
||||
Players.ForEach( player =>
|
||||
// Setup cameras for luckers
|
||||
Luckers.ForEach( lucker =>
|
||||
{
|
||||
player.Components.Create<RTSCamera>();
|
||||
player.Position = Shooter.Position;
|
||||
lucker.Components.Create<RTSCamera>();
|
||||
lucker.Position = Shooter.Position;
|
||||
} );
|
||||
|
||||
Players.Select((player, i) => (Player: player, Index: i) ).ToList().ForEach( pair =>
|
||||
Luckers.Select((lucker, i) => (Lucker: lucker, Index: i) ).ToList().ForEach( pair =>
|
||||
{
|
||||
var player = pair.Player;
|
||||
var lucker = pair.Lucker;
|
||||
var index = pair.Index;
|
||||
var pawn = new Pawn();
|
||||
pawn.Name = player.Name;
|
||||
pawn.Name = lucker.Name;
|
||||
pawn.Tags.Add( "victim" );
|
||||
pawn.Health = 1;
|
||||
player.Pawn = pawn;
|
||||
pawn.DressFromClient( player.Client );
|
||||
lucker.Pawn = pawn;
|
||||
pawn.DressFromClient( lucker.Client );
|
||||
|
||||
var pawnOffset = ShooterDistance * (index % 2 == 0 ? Vector3.Forward : Vector3.Right) * (index % 4 >= 2 ? -1 : 1);
|
||||
|
||||
player.Pawn.Position = Shooter.Position + pawnOffset;
|
||||
lucker.Pawn.Position = Shooter.Position + pawnOffset;
|
||||
pawn.LookAt(Shooter.Position);
|
||||
} );
|
||||
TimeSinceShot = 0;
|
||||
Taunted = 0;
|
||||
}
|
||||
|
||||
public override void Tick()
|
||||
public override bool Tick()
|
||||
{
|
||||
// Someone is dead, we're getting ready to end
|
||||
if ( DeadVictims.Any() )
|
||||
{
|
||||
if ( Taunted != int.MaxValue )
|
||||
{
|
||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Heh, nothing personnel, kid." );
|
||||
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Heh, nothing personnel, kid." );
|
||||
Taunted = int.MaxValue;
|
||||
TimeSinceDeadVictim = 0;
|
||||
}
|
||||
else if(TimeSinceDeadVictim > TimeBetweenDeathAndEnd)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return;
|
||||
}
|
||||
if ( TimeSinceShot > TimeBetweenShots )
|
||||
else if ( TimeSinceShot > TimeBetweenShots )
|
||||
{
|
||||
TimeSinceShot = 0;
|
||||
Taunted = 0;
|
||||
Shooter.Inventory.ActiveWeapon.PrimaryAttack();
|
||||
if ( !DeadVictims.Any() )
|
||||
{
|
||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Fucking lag..." );
|
||||
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Fucking lag..." );
|
||||
}
|
||||
}
|
||||
else if ( TimeSinceShot > TimeBetweenShots * .8f && Taunted == 1)
|
||||
{
|
||||
var victim = Players.Select( player => player.Pawn as Pawn )
|
||||
ShooterTarget = Luckers.Select( lucker => lucker.Pawn as Pawn )
|
||||
.OrderBy( _ => Guid.NewGuid() )
|
||||
.FirstOrDefault();
|
||||
Shooter.LookAt( victim.Position );
|
||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", $"I'm gonna eat you up, {victim.Name}" );
|
||||
Shooter.LookAt( ShooterTarget.Position );
|
||||
var chance = 1f / Shooter.Inventory.ActiveWeapon.Ammo;
|
||||
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, $"Good luck, {ShooterTarget.Name}! You have a {chance:P0} chance to die!" );
|
||||
Taunted++;
|
||||
}
|
||||
else if ( TimeSinceShot > TimeBetweenShots / 2 && Taunted == 0)
|
||||
{
|
||||
ChatBox.AddChatEntry( To.Everyone, "Shooter", "Im gettin' ready!" );
|
||||
ChatBox.AddChatEntry( To.Everyone, Shooter.Name, "Im gettin' ready!" );
|
||||
Taunted++;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void Cleanup()
|
||||
|
||||
@@ -5,10 +5,13 @@
|
||||
@attribute [StyleSheet]
|
||||
@inherits Panel
|
||||
|
||||
@if (ShouldShowCursor)
|
||||
{
|
||||
<root/>
|
||||
}
|
||||
<root>
|
||||
@if (ShouldShowCursor)
|
||||
{
|
||||
<div class="camera-cursor"/>
|
||||
}
|
||||
</root>
|
||||
|
||||
|
||||
|
||||
@code {
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
CameraCursor {
|
||||
pointer-events: all;
|
||||
.camera-cursor {
|
||||
pointer-events: all;
|
||||
}
|
||||
}
|
||||
@@ -10,9 +10,9 @@
|
||||
|
||||
<root>
|
||||
<div class="scoreboard-panel">
|
||||
@foreach (var player in Luckers)
|
||||
@foreach (var lucker in Luckers)
|
||||
{
|
||||
<label>@player.Name</label>
|
||||
<label>@lucker.Name</label>
|
||||
}
|
||||
</div>
|
||||
</root>
|
||||
@@ -23,7 +23,7 @@
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
return HashCode.Combine(Luckers.Select(player => player.Name).ToList());
|
||||
return HashCode.Combine(Luckers.Select(lucker => lucker.Name).ToList());
|
||||
}
|
||||
|
||||
}
|
||||
121
code/UI/MainMenu/ActiveLobby.razor
Normal file
@@ -0,0 +1,121 @@
|
||||
@using Sandbox;
|
||||
@using System;
|
||||
@using System.Linq;
|
||||
@using System.Threading.Tasks;
|
||||
@using Sandbox.Menu;
|
||||
@using Sandbox.UI;
|
||||
|
||||
@namespace LuckerGame.UI.MainMenu
|
||||
@inherits Panel
|
||||
|
||||
<root>
|
||||
<label class="game-title">
|
||||
@Game.Menu.Package.Title
|
||||
</label>
|
||||
|
||||
@if ( Lobby == null )
|
||||
{
|
||||
<div class="controls">
|
||||
<a class="button">Loading...</a>
|
||||
|
||||
<a class="button" href="/lobby/list">Return</a>
|
||||
</div>
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
<div class="controls">
|
||||
<div class="col">
|
||||
<label>Members (@Lobby.MemberCount/@Lobby.MaxMembers)</label>
|
||||
|
||||
<div class="span">
|
||||
@foreach (var member in Lobby.Members)
|
||||
{
|
||||
<img class="avatar" src="avatar:@member.Id" tooltip="@member.Name" />
|
||||
}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@if ( Lobby.Owner.IsMe )
|
||||
{
|
||||
<div class="span">
|
||||
@if ( MaxPlayersSupported > 1 )
|
||||
{
|
||||
<FormGroup class="form-group">
|
||||
<Label>Maximum Players</Label>
|
||||
<Control>
|
||||
<SliderControl ShowRange=@true Min=@(1f) Max=@MaxPlayersSupported Value:bind=@Game.Menu.Lobby.MaxMembers />
|
||||
</Control>
|
||||
</FormGroup>
|
||||
}
|
||||
|
||||
<FormGroup class="form-group">
|
||||
<Label>Map</Label>
|
||||
<Control>
|
||||
<SlimPackageCard OnLaunch=@OnMapClicked Package=@MapPackage />
|
||||
</Control>
|
||||
</FormGroup>
|
||||
</div>
|
||||
}
|
||||
|
||||
<div class="spacer" />
|
||||
|
||||
|
||||
<a class="button" @onclick=@LeaveLobby>Leave Lobby</a>
|
||||
|
||||
<a class="button" @onclick=@Start>Start</a>
|
||||
|
||||
<a class="button" href="/lobby/list">Return</a>
|
||||
</div>
|
||||
}
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
Friend Owner => Lobby.Owner;
|
||||
ILobby Lobby => Game.Menu.Lobby;
|
||||
|
||||
int MaxPlayersSupported { get; set; } = 1;
|
||||
Package MapPackage { get; set; }
|
||||
|
||||
void OnMapClicked()
|
||||
{
|
||||
Game.Overlay.ShowPackageSelector( "type:map sort:popular", OnMapSelected );
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
void OnMapSelected( Package map )
|
||||
{
|
||||
MapPackage = map;
|
||||
Game.Menu.Lobby.Map = map.FullIdent;
|
||||
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
public void LeaveLobby()
|
||||
{
|
||||
Lobby?.Leave();
|
||||
|
||||
this.Navigate( "/lobby/list" );
|
||||
}
|
||||
|
||||
async Task Start()
|
||||
{
|
||||
await Game.Menu.StartServerAsync( Game.Menu.Lobby.MaxMembers, $"{Game.Menu.Lobby.Owner.Name}'s game", Game.Menu.Lobby.Map );
|
||||
}
|
||||
|
||||
async void FetchPackage()
|
||||
{
|
||||
MapPackage = await Package.FetchAsync( Game.Menu.Lobby?.Map ?? "facepunch.square", true );
|
||||
}
|
||||
|
||||
protected override void OnAfterTreeRender( bool firstTime )
|
||||
{
|
||||
FetchPackage();
|
||||
}
|
||||
|
||||
protected override void OnParametersSet()
|
||||
{
|
||||
MaxPlayersSupported = Game.Menu.Package.GetMeta<int>( "MaxPlayers", 1 );
|
||||
}
|
||||
}
|
||||
40
code/UI/MainMenu/FrontPage.razor
Normal file
@@ -0,0 +1,40 @@
|
||||
@using Sandbox;
|
||||
@using System.Linq;
|
||||
@using System.Threading.Tasks;
|
||||
@using Sandbox.Menu;
|
||||
@using Sandbox.UI;
|
||||
@namespace LuckerGame.UI.MainMenu
|
||||
|
||||
<root>
|
||||
<div class="game-title">
|
||||
@Game.Menu.Package.Title
|
||||
</div>
|
||||
|
||||
<div class="controls">
|
||||
@if (Game.InGame)
|
||||
{
|
||||
<a class="button" onclick=@LeaveGame>Leave</a>
|
||||
}
|
||||
else
|
||||
{
|
||||
<a class="button" href="/setup">Play</a>
|
||||
|
||||
<a class="button" href="/lobby/list">Lobbies</a>
|
||||
|
||||
@if ( Game.Menu.Package.SupportsSavedGames && Game.Menu.SavedGames.Any())
|
||||
{
|
||||
<a class="button" href="/setup/save">Load Save</a>
|
||||
}
|
||||
}
|
||||
|
||||
<a class="button" @onclick=@Game.Menu.Close>Quit</a>
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
void LeaveGame()
|
||||
{
|
||||
Game.Menu.LeaveServer( "Leaving" );
|
||||
}
|
||||
}
|
||||
31
code/UI/MainMenu/LoadingScreen.razor
Normal file
@@ -0,0 +1,31 @@
|
||||
@using Sandbox;
|
||||
@using Sandbox.UI;
|
||||
@using System.Linq;
|
||||
@using System.Threading.Tasks;
|
||||
@using Sandbox.Menu;
|
||||
|
||||
@inherits RootPanel
|
||||
@implements Sandbox.Menu.ILoadingScreenPanel
|
||||
@attribute [StyleSheet]
|
||||
@namespace LuckerGame.UI.MainMenu
|
||||
|
||||
<root style="flex-direction: column;">
|
||||
<div class="background" />
|
||||
|
||||
<div style="flex-grow: 1;" />
|
||||
|
||||
<div class="controls" style="flex-direction: row; justify-content: center;">
|
||||
<a class="button">@( Progress.Title ?? "Loading..." )</a>
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
public LoadingProgress Progress;
|
||||
|
||||
public void OnLoadingProgress( LoadingProgress progress )
|
||||
{
|
||||
Progress = progress;
|
||||
StateHasChanged();
|
||||
}
|
||||
}
|
||||
50
code/UI/MainMenu/LoadingScreen.razor.scss
Normal file
@@ -0,0 +1,50 @@
|
||||
|
||||
LoadingScreen
|
||||
{
|
||||
background-color: #262934;
|
||||
padding: 128px 128px;
|
||||
opacity: 1;
|
||||
flex-direction: column;
|
||||
font-size: 25px;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
position: absolute;
|
||||
transition: all 0.3s ease-out;
|
||||
color: rgba( white, 0.8 );
|
||||
|
||||
.background
|
||||
{
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background-image: url( https://files.facepunch.com/tony/1b1311b1/boxes.webm );
|
||||
opacity: 0.2;
|
||||
background-size: contain;
|
||||
filter: blur( 20px );
|
||||
mask: linear-gradient( 45deg, white, white, black );
|
||||
mask-scope: filter;
|
||||
}
|
||||
|
||||
&:intro
|
||||
{
|
||||
opacity: 0;
|
||||
transform: scaleX( 1.1 );
|
||||
}
|
||||
|
||||
.game-title
|
||||
{
|
||||
font-family: Roboto;
|
||||
font-weight: 700;
|
||||
font-size: 70px;
|
||||
color: rgba( white, 1 );
|
||||
}
|
||||
|
||||
.controls
|
||||
{
|
||||
flex-direction: column;
|
||||
gap: 50px;
|
||||
align-items: flex-start;
|
||||
font-family: Roboto;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
}
|
||||
66
code/UI/MainMenu/LobbyBrowser.razor
Normal file
@@ -0,0 +1,66 @@
|
||||
@using Sandbox;
|
||||
@using System;
|
||||
@using System.Linq;
|
||||
@using System.Threading.Tasks;
|
||||
@using Sandbox.Menu;
|
||||
@using Sandbox.UI;
|
||||
@namespace LuckerGame.UI.MainMenu
|
||||
@inherits Panel
|
||||
|
||||
<root>
|
||||
<label class="game-title">
|
||||
@Game.Menu.Package.Title
|
||||
</label>
|
||||
|
||||
<div class="controls">
|
||||
<div class="span">
|
||||
<label>Showing @Game.Menu.Lobbies.Count() @(Game.Menu.Lobbies.Count() == 1 ? "lobby" : "lobbies")</label>
|
||||
<i class="with-click" tooltip="Refresh lobbies" @onclick=@Refresh>refresh</i>
|
||||
</div>
|
||||
|
||||
<div class="scroll">
|
||||
@foreach ( var lobby in Game.Menu.Lobbies )
|
||||
{
|
||||
<a class="button" @onclick=@( () => JoinLobby( lobby ) ) >@(lobby.Owner.Name)'s lobby (@lobby.MemberCount/@lobby.MaxMembers)</a>
|
||||
}
|
||||
</div>
|
||||
|
||||
<div class="spacer" />
|
||||
|
||||
<a class="button" @onclick=@CreateLobbyAsync>Create Lobby</a>
|
||||
<a class="button" href="/">Return</a>
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
public async void CreateLobbyAsync()
|
||||
{
|
||||
await Game.Menu.CreateLobbyAsync( 64, "game", true );
|
||||
Game.Menu.Lobby.Map = "facepunch.square";
|
||||
this.Navigate( "/lobby/active" );
|
||||
}
|
||||
|
||||
public async void JoinLobby( ILobby lobby )
|
||||
{
|
||||
if ( lobby == null ) return;
|
||||
|
||||
// don't exist in two lobbies at once
|
||||
Game.Menu.Lobby?.Leave();
|
||||
|
||||
await lobby.JoinAsync();
|
||||
this.Navigate( "/lobby/active" );
|
||||
}
|
||||
|
||||
public async void Refresh()
|
||||
{
|
||||
await Game.Menu.QueryLobbiesAsync( null, 1 );
|
||||
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
return HashCode.Combine( Game.Menu.Lobbies.Count() );
|
||||
}
|
||||
}
|
||||
40
code/UI/MainMenu/MainMenu.razor
Normal file
@@ -0,0 +1,40 @@
|
||||
@using System;
|
||||
@using Sandbox;
|
||||
@using Sandbox.UI;
|
||||
|
||||
@inherits Sandbox.UI.NavHostPanel
|
||||
@implements Sandbox.Menu.IGameMenuPanel
|
||||
@attribute [StyleSheet]
|
||||
@namespace LuckerGame.UI.MainMenu
|
||||
|
||||
<root style="flex-direction: column;">
|
||||
<div class="background" />
|
||||
<div class="navigator-canvas" slot="navigator-canvas" />
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
public MainMenu()
|
||||
{
|
||||
DefaultUrl = "/";
|
||||
|
||||
AddDestination( "/", typeof( FrontPage ) );
|
||||
AddDestination( "/setup", typeof( SetupGame ) );
|
||||
|
||||
AddDestination( "/lobby/list", typeof( LobbyBrowser ) );
|
||||
AddDestination( "/lobby/active", typeof( ActiveLobby ) );
|
||||
|
||||
BindClass( "ingame", () => Game.InGame );
|
||||
}
|
||||
|
||||
[GameEvent.Menu.ServerJoined]
|
||||
public void OnServerJoined() => Navigate( "/" );
|
||||
|
||||
[GameEvent.Menu.ServerLeave]
|
||||
public void OnServerLeave() => Navigate ("/" );
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
return HashCode.Combine( Game.InGame, Game.Menu.Lobby, Game.Menu.Lobby?.Map );
|
||||
}
|
||||
}
|
||||
195
code/UI/MainMenu/MainMenu.razor.scss
Normal file
@@ -0,0 +1,195 @@
|
||||
|
||||
MainMenu
|
||||
{
|
||||
background-color: #262934;
|
||||
padding: 128px 128px;
|
||||
opacity: 1;
|
||||
flex-direction: column;
|
||||
font-size: 25px;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
position: absolute;
|
||||
transition: all 0.3s ease-out;
|
||||
color: rgba( white, 0.8 );
|
||||
|
||||
.background
|
||||
{
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
background-image: url( https://files.facepunch.com/tony/1b1311b1/boxes.webm );
|
||||
opacity: 0.2;
|
||||
background-size: cover;
|
||||
filter: blur( 20px );
|
||||
mask: linear-gradient( 45deg, white, white, black );
|
||||
mask-scope: filter;
|
||||
background-repeat: no-repeat;
|
||||
}
|
||||
|
||||
&:intro
|
||||
{
|
||||
opacity: 0;
|
||||
transform: scaleX( 1.1 );
|
||||
}
|
||||
|
||||
&.ingame
|
||||
{
|
||||
background-color: #262934ee;
|
||||
backdrop-filter: blur(10px);
|
||||
|
||||
.background
|
||||
{
|
||||
opacity: 0;
|
||||
}
|
||||
}
|
||||
|
||||
.scroll
|
||||
{
|
||||
flex-direction: column;
|
||||
max-height: 386px;
|
||||
overflow: scroll;
|
||||
gap: 50px;
|
||||
}
|
||||
|
||||
.spacer
|
||||
{
|
||||
height: 1px;
|
||||
background-image: linear-gradient( to right, rgba( white, 0.4 ), rgba( white, 0 ) );
|
||||
width: 512px;
|
||||
margin: 16px 0px;
|
||||
}
|
||||
|
||||
.game-title
|
||||
{
|
||||
font-family: Roboto Condensed;
|
||||
font-weight: 700;
|
||||
font-size: 70px;
|
||||
color: rgba( white, 1 );
|
||||
padding-bottom: 64px;
|
||||
}
|
||||
|
||||
.col
|
||||
{
|
||||
flex-direction: column;
|
||||
gap: 16px;
|
||||
}
|
||||
|
||||
.controls
|
||||
{
|
||||
flex-direction: column;
|
||||
gap: 50px;
|
||||
align-items: flex-start;
|
||||
text-transform: uppercase;
|
||||
|
||||
a, .button
|
||||
{
|
||||
font-family: Roboto;
|
||||
|
||||
&:hover
|
||||
{
|
||||
color: rgba( white, 1 );
|
||||
font-weight: 900;
|
||||
sound-in: ui.button.over;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
&:active
|
||||
{
|
||||
sound-in: ui.button.press;
|
||||
}
|
||||
}
|
||||
|
||||
.span
|
||||
{
|
||||
gap: 128px;
|
||||
}
|
||||
}
|
||||
|
||||
.navigator-canvas
|
||||
{
|
||||
flex-direction: column;
|
||||
height: 100%;
|
||||
flex-grow: 1;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.navigator-body
|
||||
{
|
||||
position: absolute;
|
||||
left: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
top: 0;
|
||||
flex-direction: column;
|
||||
justify-content: center;
|
||||
transition: opacity 0.15s ease-out;
|
||||
|
||||
&.hidden
|
||||
{
|
||||
opacity: 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FormGroup
|
||||
{
|
||||
flex-direction: column;
|
||||
min-width: 300px;
|
||||
gap:16px;
|
||||
}
|
||||
|
||||
SlimPackageCard
|
||||
{
|
||||
flex-direction: row;
|
||||
gap: 12px;
|
||||
align-items: center;
|
||||
|
||||
> i
|
||||
{
|
||||
&:hover
|
||||
{
|
||||
cursor: pointer;
|
||||
color: white;
|
||||
transform: scale( 1.1 );
|
||||
sound-in: ui.button.over;
|
||||
}
|
||||
|
||||
&:active
|
||||
{
|
||||
sound-in: ui.button.press;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
i
|
||||
{
|
||||
font-family: Material Icons;
|
||||
text-transform: lowercase;
|
||||
|
||||
&.with-click
|
||||
{
|
||||
&:hover
|
||||
{
|
||||
cursor: pointer;
|
||||
color: white;
|
||||
transform: scale( 1.1 );
|
||||
sound-in: ui.button.over;
|
||||
}
|
||||
|
||||
&:active
|
||||
{
|
||||
sound-in: ui.button.press;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.avatar
|
||||
{
|
||||
width: 64px;
|
||||
height: 64px;
|
||||
|
||||
&:hover
|
||||
{
|
||||
border: 1px solid white;
|
||||
}
|
||||
}
|
||||
44
code/UI/MainMenu/SavedGames.razor
Normal file
@@ -0,0 +1,44 @@
|
||||
@using Sandbox;
|
||||
@using System;
|
||||
@using System.Linq;
|
||||
@using Sandbox.UI;
|
||||
@namespace LuckerGame.UI.MainMenu
|
||||
@inherits Panel
|
||||
|
||||
<root>
|
||||
<label class="game-title">
|
||||
@Game.Menu.Package.Title
|
||||
</label>
|
||||
|
||||
<div class="controls">
|
||||
@foreach ( var save in Game.Menu.SavedGames.OrderByDescending( x => x.Time ) )
|
||||
{
|
||||
<a class="button" @onclick=@(() => LoadSavedGame( save ))>@save.Name - @save.Time</a>
|
||||
}
|
||||
|
||||
<div class="spacer" />
|
||||
|
||||
<a class="button" href="/">Return</a>
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
async void LoadSavedGame( SavedGame save )
|
||||
{
|
||||
if ( save != null )
|
||||
{
|
||||
Game.Menu.Lobby.SavedGame = save.Name;
|
||||
|
||||
if ( !string.IsNullOrEmpty( save.Map ) )
|
||||
Game.Menu.Lobby.Map = save.Map;
|
||||
|
||||
await Game.Menu.StartServerAsync( Game.Menu.Lobby.MaxMembers, Game.Menu.Lobby.Title, Game.Menu.Lobby.Map ?? "facepunch.square" );
|
||||
}
|
||||
}
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
return HashCode.Combine( Game.Menu.Lobby, Game.Menu.Lobby?.Map );
|
||||
}
|
||||
}
|
||||
78
code/UI/MainMenu/SetupGame.razor
Normal file
@@ -0,0 +1,78 @@
|
||||
@using Sandbox;
|
||||
@using System;
|
||||
@using System.Linq;
|
||||
@using System.Threading.Tasks;
|
||||
@using Sandbox.Menu;
|
||||
@using Sandbox.UI;
|
||||
@namespace LuckerGame.UI.MainMenu
|
||||
@inherits Panel
|
||||
|
||||
<root>
|
||||
<label class="game-title">
|
||||
@Game.Menu.Package.Title
|
||||
</label>
|
||||
|
||||
<div class="controls">
|
||||
<div class="span">
|
||||
@if ( MaxPlayersSupported > 1 )
|
||||
{
|
||||
<FormGroup class="form-group">
|
||||
<Label>Maximum Players</Label>
|
||||
<Control>
|
||||
<SliderControl ShowRange=@true Min=@(1f) Max=@MaxPlayersSupported Value:bind=@Game.Menu.Lobby.MaxMembers />
|
||||
</Control>
|
||||
</FormGroup>
|
||||
}
|
||||
|
||||
<FormGroup class="form-group">
|
||||
<Label>Map</Label>
|
||||
<Control>
|
||||
<SlimPackageCard OnLaunch=@OnMapClicked Package=@MapPackage />
|
||||
</Control>
|
||||
</FormGroup>
|
||||
</div>
|
||||
|
||||
<div class="spacer" />
|
||||
|
||||
<a class="button" onclick=@Play>Start</a>
|
||||
<a class="button" href="/">Return</a>
|
||||
</div>
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
int MaxPlayersSupported { get; set; } = 1;
|
||||
int MaxPlayers { get; set; } = 1;
|
||||
Package MapPackage { get; set; }
|
||||
|
||||
void OnMapClicked()
|
||||
{
|
||||
Game.Overlay.ShowPackageSelector( "type:map sort:popular", OnMapSelected );
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
void OnMapSelected( Package map )
|
||||
{
|
||||
MapPackage = map;
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
protected override async Task OnParametersSetAsync()
|
||||
{
|
||||
MaxPlayersSupported = Game.Menu.Package.GetMeta<int>( "MaxPlayers", 1 );
|
||||
MaxPlayers = MaxPlayersSupported;
|
||||
|
||||
MapPackage = await Package.FetchAsync( "facepunch.square", false );
|
||||
StateHasChanged();
|
||||
}
|
||||
|
||||
async Task Play()
|
||||
{
|
||||
await Game.Menu.StartServerAsync( MaxPlayers, $"My game", MapPackage.FullIdent );
|
||||
}
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
return HashCode.Combine( MaxPlayers, MapPackage );
|
||||
}
|
||||
}
|
||||
32
code/UI/MainMenu/SlimPackageCard.razor
Normal file
@@ -0,0 +1,32 @@
|
||||
@using System;
|
||||
@using Sandbox;
|
||||
@namespace LuckerGame.UI.MainMenu
|
||||
@inherits Sandbox.UI.Panel
|
||||
|
||||
<root>
|
||||
@if ( Package == null )
|
||||
{
|
||||
<div class="button" @onclick=@OnCardClicked>Select Package</div>
|
||||
}
|
||||
else
|
||||
{
|
||||
<div class="button" @onclick=@OnCardClicked>@Package.Title</div>
|
||||
<i tooltip="See information about this package" @onclick=@( () => Game.Overlay.ShowPackageModal( Package.FullIdent ) )>info</i>
|
||||
}
|
||||
</root>
|
||||
|
||||
@code
|
||||
{
|
||||
public Package Package { get; set; }
|
||||
public System.Action OnLaunch { get; set; }
|
||||
|
||||
void OnCardClicked()
|
||||
{
|
||||
OnLaunch?.Invoke();
|
||||
}
|
||||
|
||||
protected override int BuildHash()
|
||||
{
|
||||
return HashCode.Combine( Package );
|
||||
}
|
||||
}
|
||||
@@ -27,7 +27,7 @@
|
||||
<div class="voting-panel primary-color-translucent-background">
|
||||
@if (RoundManager.RoundState == RoundState.NotStarted)
|
||||
{
|
||||
<label class="header">Waiting for players...</label>
|
||||
<label class="header">Waiting for luckers...</label>
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||

Why is minimum 1 but default is 0?
Also why can't I comment on multiple lines in Gitea? LAME
Should now be fixed, looks like something weird with S&box convars and setting them via GUI