So this PR implements an event loader with some scene management to get us started.
Things to note:
Create & Configuring Events:
I created a scriptable objects for events. Each scriptable object contains the event name, player prefab, UI scene, and a list of maps associated with that event. In the future when we start to implement new events, we should just need to configure a new OlympicEvent object and feed that in the manager.
Map Loader:
The OlympicsManager class manages the scenes and selects a map and loads it into the game. It does this by referencing the event scriptable object.
Player Spawning:
After a map is loaded, the OlympicsManager object will spawn a player prefab at the location of any object with the tag IntialSpawnPoint. If no spawns or available or not enough, players will be spawned either at 0,0 or at random spawn points.
UI Implementation:
UI scenes were also created and loaded in. It's currently setup for a unique UI scene per event. My thought was that we could have prefabs for reused portions of the UI.
Loading Screen:
I added a simple loading screen scene that'll show up if loading the game map takes too long. (It's generally active for less than a second)
This PR closes #13
Let me know if anyone has any questions related to this PR or issue #13
So this PR implements an event loader with some scene management to get us started.
Things to note:
Create & Configuring Events: I created a scriptable objects for events. Each scriptable object contains the event name, player prefab, UI scene, and a list of maps associated with that event. In the future when we start to implement new events, we should just need to configure a new OlympicEvent object and feed that in the manager.
Map Loader: The
OlympicsManager
class manages the scenes and selects a map and loads it into the game. It does this by referencing the event scriptable object.Player Spawning: After a map is loaded, the
OlympicsManager
object will spawn a player prefab at the location of any object with the tagIntialSpawnPoint
. If no spawns or available or not enough, players will be spawned either at 0,0 or at random spawn points.UI Implementation: UI scenes were also created and loaded in. It's currently setup for a unique UI scene per event. My thought was that we could have prefabs for reused portions of the UI.
Loading Screen: I added a simple loading screen scene that'll show up if loading the game map takes too long. (It's generally active for less than a second)
This PR closes #13
Let me know if anyone has any questions related to this PR or issue #13