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Features:
Marin Tudor-Nicolae:

  • Rooms listing - List all of the public rooms in a scroll view
  • Players listing - List all room’s players in a scroll view
  • Room profiles - SO that store room settings
  • Private room id input - input used for joining private room by a secret id
  • Ready button - Each player will need to tap ready button before the game can start
  • Reactive variables - Core system that handle changes to all kind of data types. Each variable is a SO and whenever a change is made to the variable an event will be raised so that all the listeners will be updated
    • float variable
    • string variable

Marin Vlad-Constantin:

  • Events system - Core system to eliminate dependencies between objects. Each event is stored in a scriptable object
  • Private/Public room creation - Create public or private room based on some properties that can be changed from a SO of type RoomProfile
  • UI system - Core system to obtain a reactive UI that handles multiple states. Only one state will be displayed at a time
    • UI states - Scriptable object which handle one UI state. This SO have a reference to UI system and whenever we want to activate one state we use UIState.Activate() which will disable all of the active states and display this state
    • UI behaviour - MonoBehaviour attached to all UI objects that we want to listen for the state changes. Each of the instances will have a list of active states in which it can be displayed
  • Private/Public room join - Join public or private room if the max players limit was not reached

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