2024-01-27 14:08:12 +00:00
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using Firebase.Database;
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2024-01-27 14:54:23 +00:00
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using Firebase.Extensions;
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2024-01-27 18:58:02 +00:00
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using System;
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using System.Collections.Generic;
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2024-01-27 14:54:23 +00:00
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using TMPro;
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2024-01-27 09:19:32 +00:00
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using UnityEngine;
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2024-01-27 18:54:06 +00:00
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using Newtonsoft.Json;
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using System.Linq;
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public class RoomManager : MonoBehaviour
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{
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[Header("Waiting For Players Page")]
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public GameObject waitingForPlayersPage;
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/// <summary>
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/// TextMeshPro that show the value of the current rooom code
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/// </summary>
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public TextMeshProUGUI roomCodeLabel;
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public List<TextMeshProUGUI> waitingForPlayersLabels = new List<TextMeshProUGUI>();
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public PromptList promptList;
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[Header("Explanation Page")]
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public GameObject explanationPage;
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public TextMeshProUGUI counter;
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private DateTime endOfExplanationDate = DateTime.MinValue;
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[Header("Waiting For Proposition Page")]
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public GameObject waitingForPropositionsPage;
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public List<TextMeshProUGUI> waitingForPropositionsLabels = new List<TextMeshProUGUI>();
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public float propositionTime = 60;
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private float propositionCurrentTime = 0;
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public TextMeshProUGUI timerGUI;
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private Room myRoom = null;
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public float votingTime = 20;
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private float votingCurrentTime = 0;
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/// <summary>
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/// Contain the infos about the current displayed question (during votes)
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/// </summary>
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private Question currentQuestion;
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private List<Question> questions;
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/// <summary>
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/// When this is equal to questions.Count, go to score page
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/// </summary>
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private int numberOfQuestionVoted = 0;
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DatabaseReference realtimeDB;
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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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explanationPage.SetActive(false);
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waitingForPropositionsPage.SetActive(false);
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waitingForPlayersPage.SetActive(true);
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propositionCurrentTime = propositionTime;
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votingCurrentTime = votingTime;
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ResetAllPlayerLabels();
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}
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private void Update()
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{
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if (myRoom == null)
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return;
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if (myRoom.currentState == (int)GameState.Explanation && endOfExplanationDate != DateTime.MinValue)
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{
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TimeSpan duration = endOfExplanationDate - DateTime.Now;
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counter.text = ((int)duration.TotalSeconds).ToString("D1");
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if (duration.TotalMilliseconds <= 0)
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{
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Debug.Log("It's time to make proposition !", this);
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SendRoomState(GameState.MakeProposition);
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}
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}
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}
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private void SendRoomState(GameState _newState)
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{
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realtimeDB.Child("rooms").Child(myRoom.code).Child("currentState").SetValueAsync((int)_newState);
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}
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private void ResetAllPlayerLabels()
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{
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for (int i = 0; i < waitingForPlayersLabels.Count; i++)
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{
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waitingForPlayersLabels[i].text = $"Waiting for P{i + 1}";
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}
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}
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private void OnApplicationQuit()
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{
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Debug.Log($"delete room {myRoom.code}");
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realtimeDB.Child("rooms").Child(myRoom.code).RemoveValueAsync().ContinueWithOnMainThread(task =>
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{
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Debug.Log($"room {myRoom.code} has been deleted");
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myRoom = null;
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});
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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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CreateNewRoom();
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}
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/// <summary>
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/// Check all the rooms in the server and give back the number already taken
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/// </summary>
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private void WhichCodesAreAlreadyUsed(Action<List<int>> callback_OnCodesChecked)
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{
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Debug.Log("Checking other rooms to get which codes are already used", this);
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List<int> alreadyUsedCodes = new List<int>();
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try
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{
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realtimeDB.Child("rooms").GetValueAsync().ContinueWithOnMainThread(task =>
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{
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Debug.Log("looking into the online rooms", this);
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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.Value != null)
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{
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string JSON = snapshot.GetRawJsonValue();
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Debug.Log($"found some rooms :\n{JSON}", this);
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Dictionary<string, Room> onlineRooms = JsonConvert.DeserializeObject<Dictionary<string, Room>>(JSON);
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foreach (Room r in onlineRooms.Values)
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{
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Debug.Log($"Code {r.code} is already used by another party", this);
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alreadyUsedCodes.Add(int.Parse(r.code));
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}
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}
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else
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{
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Debug.Log($"Your party is the first one!", this);
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}
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}
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callback_OnCodesChecked?.Invoke(alreadyUsedCodes);
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});
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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}
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/// <summary>
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/// Automatically called at start of game
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/// </summary>
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[ContextMenu("Create New Room")]
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public void CreateNewRoom()
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{
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WhichCodesAreAlreadyUsed(codes =>
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{
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Room newRoom = new Room(GenerateRandomAvailableCode(codes).ToString("D4"));
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myRoom = newRoom;
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try
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{
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string JSON = JsonConvert.SerializeObject(newRoom);
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realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON).ContinueWithOnMainThread(task =>
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{
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//then subscribe to it
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realtimeDB.Child("rooms").Child(newRoom.code).ValueChanged += OnRoomUpdate;
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roomCodeLabel.text = myRoom.code;
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Debug.Log($"room {myRoom.code} has been created on the server");
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});
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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});
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}
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/// <summary>
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/// Generate a code between 0 and 1000 that is not in the list
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/// </summary>
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/// <param name="_impossibleCodes">the list of code you don"t want to get</param>
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/// <returns></returns>
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private int GenerateRandomAvailableCode(List<int> _impossibleCodes)
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{
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int random = UnityEngine.Random.Range(0, 1000);
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while (_impossibleCodes.Contains(random))
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{
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Debug.Log($"{random} is already taken, choosing another room code", this);
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random = UnityEngine.Random.Range(0, 1000);
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}
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return random;
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}
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public void PlayerSendProposition(Proposition _proposition)
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{
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}
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/// <summary>
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/// Called when the first player clicked "Start"
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/// </summary>
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public void HostStartGame()
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{
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waitingForPropositionsPage.SetActive(true);
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waitingForPlayersPage.SetActive(false);
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propositionCurrentTime = propositionTime;
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}
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/// <summary>
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/// Start the proposition timer
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/// </summary>
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public void StartPropositionTimer()
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{
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}
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/// <summary>
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/// Automatically called when the proposition timer has finished
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/// </summary>
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public void PropositionTimerFinished()
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{
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}
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/// <summary>
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/// Start the voting timer
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/// </summary>
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public void StartVotingTimer()
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{
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}
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/// <summary>
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/// Automatically called when the voting timer has finished
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/// </summary>
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public void VotingTimerFinished()
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{
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}
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/// <summary>
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/// Automatically called when a proposition is updated (someone has voted or a picture has been proposed)
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/// </summary>
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public void OnPropositionUpdate()
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{
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}
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public void GeneratePrompts()
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{
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System.Random rnd = new();
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List<Prompt> prompts = promptList.prompts.OrderBy(x => rnd.Next()).Take(myRoom.players.Count() * 2).ToList();
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List<Player> fullPlayers = myRoom.players.Values.ToList().Concat(myRoom.players.Values.ToList()).OrderBy(x => rnd.Next()).ToList();
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Dictionary<string, Question> questions = new();
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foreach (Prompt prompt in prompts)
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{
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Dictionary<string, Proposition> propositions = new();
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Player basePlayer = fullPlayers[0];
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propositions.Add(Guid.NewGuid().ToString(), new Proposition()
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{
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owner = basePlayer,
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creationDate = DateTime.Now.ToOADate()
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});
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for (int i = 1; i < fullPlayers.Count(); i++)
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{
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Player secondPlayer = fullPlayers[i];
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if (basePlayer.id != secondPlayer.id)
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{
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propositions.Add(Guid.NewGuid().ToString(), new Proposition()
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{
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owner = secondPlayer,
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creationDate = DateTime.Now.ToOADate()
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});
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fullPlayers.RemoveAt(0);
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break;
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}
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}
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questions.Add(Guid.NewGuid().ToString(), new Question()
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{
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promptId = prompt.id,
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propositions = propositions,
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creationDate = DateTime.Now.ToOADate(),
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});
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}
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string JSON = JsonConvert.SerializeObject(questions);
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realtimeDB.Child("rooms").Child(myRoom.code).Child("questions").SetRawJsonValueAsync(JSON);
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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, ValueChangedEventArgs value)
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{
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if (value.DatabaseError != null)
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{
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Debug.LogError(value.DatabaseError.Message);
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return;
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}
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string JSON = value.Snapshot.GetRawJsonValue();
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Debug.Log($"your room has been updated :\n{JSON}");
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try
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{
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myRoom = JsonConvert.DeserializeObject<Room>(JSON);
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|
|
|
}
|
|
|
|
catch (Exception ex)
|
|
|
|
{
|
|
|
|
Debug.LogException(ex);
|
|
|
|
}
|
|
|
|
|
2024-01-27 12:19:56 +00:00
|
|
|
|
2024-01-27 22:47:31 +00:00
|
|
|
switch (myRoom.currentState)
|
2024-01-27 18:54:06 +00:00
|
|
|
{
|
2024-01-27 22:47:31 +00:00
|
|
|
case (int)GameState.WaitingForOtherPlayersToJoin:
|
2024-01-27 18:54:06 +00:00
|
|
|
UpdateConnectedPlayerList(myRoom.GetPlayerList());
|
|
|
|
break;
|
2024-01-27 22:47:31 +00:00
|
|
|
case (int)GameState.Explanation:
|
2024-01-27 22:07:41 +00:00
|
|
|
waitingForPlayersPage.SetActive(false);
|
|
|
|
explanationPage.SetActive(true);
|
2024-01-27 23:06:23 +00:00
|
|
|
endOfExplanationDate = DateTime.Now.AddSeconds(3);
|
2024-01-27 22:07:41 +00:00
|
|
|
break;
|
2024-01-27 22:47:31 +00:00
|
|
|
case (int)GameState.MakeProposition:
|
2024-01-27 21:24:50 +00:00
|
|
|
HostStartGame();
|
|
|
|
break;
|
2024-01-27 18:54:06 +00:00
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2024-01-27 12:19:56 +00:00
|
|
|
|
2024-01-27 18:54:06 +00:00
|
|
|
/// <summary>
|
|
|
|
/// Update the player labels on the WaitingForPlayer page
|
|
|
|
/// </summary>
|
|
|
|
/// <param name="_players"></param>
|
|
|
|
private void UpdateConnectedPlayerList(List<Player> _players)
|
|
|
|
{
|
2024-01-27 22:07:41 +00:00
|
|
|
ResetAllPlayerLabels();
|
|
|
|
|
2024-01-27 18:54:06 +00:00
|
|
|
Debug.Log($"players count = {_players.Count}");
|
|
|
|
for (int i = 0; i < _players.Count; i++)
|
|
|
|
{
|
|
|
|
Debug.Log($"player {i} = {_players[i].name}");
|
2024-01-27 21:24:50 +00:00
|
|
|
waitingForPlayersLabels[i].text = _players[i].name;
|
2024-01-27 18:54:06 +00:00
|
|
|
}
|
2024-01-27 12:19:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
[ContextMenu("Fake Player Connection")]
|
|
|
|
private void FakePlayerConnection()
|
|
|
|
{
|
2024-01-27 17:10:17 +00:00
|
|
|
Player temp = new Player("Momo");
|
2024-01-27 18:54:06 +00:00
|
|
|
temp.id = Guid.NewGuid().ToString();
|
2024-01-27 12:19:56 +00:00
|
|
|
temp.SetName("Momo");
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|