2024-01-27 15:25:53 +00:00
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using System;
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2024-01-27 12:19:56 +00:00
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using System.Collections;
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using System.Collections.Generic;
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2024-01-27 15:32:12 +00:00
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using Firebase.Database;
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using Firebase.Extensions;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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/// <summary>
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/// This is the game state manager on the phone side
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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private GameState currentState;
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private List<Player> players = new List<Player>();
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[Header("Temp variables")]
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public bool isRoomExist = true;
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public bool isPlayerExist = true;
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[Header("Other component")]
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public float explanationTime = 4f;
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private float currentExplanationTime = 0;
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[Header("Home Component")]
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public TMP_InputField roomCodeField;
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public TextMeshProUGUI roomError;
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public TMP_InputField playerNameField;
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public TextMeshProUGUI nameError;
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public UnityEngine.UI.Button submitNewPlayer;
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[Header("WaitingRoom Component")]
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public TextMeshProUGUI listPlayersUI;
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public GameObject submitStartGame;
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[Header("Pages")]
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[SerializeField]
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public GameObject HomeConnection;
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[SerializeField]
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public GameObject WaitingRoom;
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[SerializeField]
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public GameObject BeforeStart;
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[SerializeField]
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public GameObject TakePicture;
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[SerializeField]
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public GameObject VotePicture;
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[SerializeField]
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public GameObject WaitingOtherPlayers;
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[SerializeField]
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public GameObject EndGame;
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private DatabaseReference realtimeDB;
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private Room myRoom;
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private void Awake()
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{
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FirebaseInitializer.Instance.onFirebaseReady += Initialize;
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}
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private void Start()
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{
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currentExplanationTime = explanationTime;
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HomeConnection.SetActive(true);
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}
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public GameState GetCurrentState()
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{
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return currentState;
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}
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private void Initialize()
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{
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FirebaseInitializer.Instance.onFirebaseReady -= Initialize;
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realtimeDB = FirebaseDatabase.DefaultInstance.RootReference;
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Debug.Log("Realtime DB initialized");
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//TODO MARINE : enable the submit button here. Disabled it at start
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}
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/// <summary>
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/// Send your name and game room to the server
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/// </summary>
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public void PlayerValidateNameAndServerRoom(string _name, string _code)
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{
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//check if the room exists, if not display an error message
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realtimeDB.Child("rooms").Child(_code).GetValueAsync().ContinueWithOnMainThread(task =>
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{
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if (task.IsFaulted)
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{
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Debug.LogException(task.Exception);
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}
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else if (task.IsCompleted)
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{
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DataSnapshot snapshot = task.Result;
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if (snapshot == null)
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{
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Debug.LogError("The room doesn't exists");
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roomError.text = "Error: the room doesn't exists";
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roomError.gameObject.SetActive(true);
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}
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else
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{
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myRoom = JsonUtility.FromJson<Room>(snapshot.GetRawJsonValue());
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realtimeDB.Child("rooms").Child(_code).ChildChanged += OnRoomUpdate;
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}
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}
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});
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string playerName = playerNameField.text;
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string roomCode = roomCodeField.text;
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// send to the server the room code and the player name
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// MORGANE ENVOIE AU SERV
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// answer isPlayerExist and isRoomExist
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//if succeed, then the player to the server
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if (isPlayerExist && isRoomExist)
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{
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currentState = GameState.WaitingForOtherPlayersToJoin;
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WaitingRoom.SetActive(true);
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HomeConnection.SetActive(false);
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//TEMP
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Player player = new Player();
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player.SetName(playerName);
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player.id = "1";
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players.Add(player);
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if (players.Count == 1)
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{
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submitStartGame.SetActive(true);
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}
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Player player2 = new Player();
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player2.SetName("3J");
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player2.id = "2";
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Player player3 = new Player();
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player3.SetName("3J");
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player3.id = "3";
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Player player4 = new Player();
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player4.SetName("3J");
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player4.id = "4";
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Player player5 = new Player();
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player5.SetName("3J");
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player5.id = "5";
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Player player6 = new Player();
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player6.SetName("3J");
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player6.id = "6";
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players.Add(player2);
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players.Add(player3);
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players.Add(player4);
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players.Add(player5);
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players.Add(player6);
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UpdateDisplayedListUser();
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}
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// else we show the errors
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roomError.gameObject.SetActive(!isRoomExist);
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nameError.gameObject.SetActive(!isPlayerExist);
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}
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/// <summary>
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/// Call this only by the first player
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/// </summary>
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public void StartGame()
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{
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// send Start Game
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currentState = GameState.Explanation;
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WaitingRoom.SetActive(false);
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BeforeStart.SetActive(true);
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}
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/// <summary>
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/// Dislay on the screen the current prompt ask to you and another player
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/// Also show all the camera stuff
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/// </summary>
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/// <param name="_prompt">The prompt to display</param>
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public void MakeAProposition(Prompt _prompt)
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{
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currentState = GameState.MakeProposition;
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}
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/// <summary>
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/// Create a proposition from the picture taken and send it to server.
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/// Then go to next proposition (if any) or the page "WaitingForOtherPlayers"
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/// </summary>
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public void SubmitProposition()
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{
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Proposition temp = new Proposition();
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}
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/// <summary>
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/// Display the voting page
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/// </summary>
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public void StartToVote()
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{
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}
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/// <summary>
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/// Choose one result and send it to the server
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/// Then go to the next vote (if any) or to the page "WaitingForOtherPlayers"
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/// </summary>
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public void Vote()
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{
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}
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/// <summary>
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/// Display the UI of the end screen
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/// </summary>
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public void DisplayEndScreen()
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{
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}
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/// <summary>
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/// Automatically called when something change in your room
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/// </summary>
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private void OnRoomUpdate(object sender, ChildChangedEventArgs e)
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{
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myRoom = JsonUtility.FromJson<Room>(e.Snapshot.GetRawJsonValue());
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switch (currentState)
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{
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case GameState.WaitingForOtherPlayersToJoin:
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{
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// players = new list en fonction de ce qu'envoie fangh
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UpdateDisplayedListUser();
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break;
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}
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}
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}
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private void UpdateDisplayedListUser()
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{
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listPlayersUI.text = string.Empty;
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for (int i = 0; i < players.Count; i++)
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{
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listPlayersUI.text += "\n" + players[i].name;
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}
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}
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}
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public enum GameState
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{
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EnteringName,
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WaitingForOtherPlayersToJoin,
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Explanation,
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MakeProposition,
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PropositionsSent,
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WaitingForOtherPlayers,
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VotingTime,
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Ending
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}
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