Snaparazzi/Assets/Scripts/ScoringPage.cs

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using System.Collections;
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
public class ScoringPage : MonoBehaviour
{
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[SerializeField] private List<PlayerSticker> playerStickers;
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private Dictionary<string,int> scoreByUser = new Dictionary<string,int>();
private void Awake()
{
if(playerStickers == null || playerStickers.Count == 0)
{
Debug.LogError("You must provide the player stickers to the Scoring Page", this);
}
}
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public void Initialize(Room _room)
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{
AudioManager.Instance.ChangeMusic(MusicTitle.Ending);
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gameObject.SetActive(true);
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foreach(PlayerSticker p in playerStickers)
{
p.gameObject.SetActive(false);
}
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gameObject.SetActive(true);
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Player[] players = _room.GetOrderedPlayerList().ToArray();
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foreach (var player in players)
{
scoreByUser[player.id] = 0;
getPlayerScore(_room, player);
}
var sortedList = scoreByUser.ToList();
scoreByUser = scoreByUser.OrderByDescending(x => x.Value).ToDictionary(x => x.Key, x => x.Value);
List<string> playersId = scoreByUser.Keys.ToList();
for ( int i = 0; i < playersId.Count; i++)
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{
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Player p = _room.GetPlayerById(playersId[i]);
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playerStickers[i].gameObject.SetActive(true);
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playerStickers[i].Initialize( p.name , i);
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}
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}
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public void getPlayerScore(Room _room, Player _player)
{
List<Proposition> propostitions = _room.GetPropositionsForPlayer(_player);
propostitions.ForEach(p =>
{
if(p.voters != null)
{
scoreByUser[_player.id] += p.voters.Count;
}
});
Debug.Log(_player.name);
Debug.Log(scoreByUser[_player.id]);
}
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}