Merge branch 'main' of github.com:LeGall29/GGJ2024

This commit is contained in:
Michel Roux 2024-01-27 16:39:12 +01:00
commit 1de9e63770
5 changed files with 727 additions and 25 deletions

View File

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@ -22,3 +22,86 @@ MonoBehaviour:
- <id>k__BackingField: 48017744-4552-487a-817a-abd5d03bbbc0
<fr>k__BackingField: elle
<en>k__BackingField: elle
- <id>k__BackingField: cef08696-352b-4003-85ff-2864996e9949
<fr>k__BackingField: Jacque chirac
<en>k__BackingField: Jacque chirac
- <id>k__BackingField: ecc8ffb1-1965-4169-bd67-b22a9d321951
<fr>k__BackingField: "La 7\xE9me guerre mondiale"
<en>k__BackingField: The 7th world war
- <id>k__BackingField: c3a3c511-a4dc-477e-a04c-76e0b8778fb8
<fr>k__BackingField: Le sujet de ton prochain roman
<en>k__BackingField: The subject of your next novel
- <id>k__BackingField: 4512b17b-454a-481d-b7d4-4765a7f9d23f
<fr>k__BackingField: Le futur
<en>k__BackingField: The futur
- <id>k__BackingField: 3e1ec191-9a90-414d-b52e-ac2eb09eebcc
<fr>k__BackingField: Le plus vieux
<en>k__BackingField: The oldest
- <id>k__BackingField: 177e7d67-81fc-42b9-ad0c-efa2fe46425a
<fr>k__BackingField: "L'\xE9tat de votre gouvernement"
<en>k__BackingField: The state of your government
- <id>k__BackingField: 29c11342-a9fb-4067-b94e-37b292a830d3
<fr>k__BackingField: Dieu
<en>k__BackingField: God
- <id>k__BackingField: 636c16ec-a52b-449f-997c-833c0f8ddf3f
<fr>k__BackingField: Le plus petit
<en>k__BackingField: the smallest
- <id>k__BackingField: 64c6279b-0b91-4c2d-9fd4-7e2873172315
<fr>k__BackingField: Le meilleur d'entre nous
<en>k__BackingField: The best of us
- <id>k__BackingField: 9bd4b867-952b-432b-ba66-de9425e4407c
<fr>k__BackingField: L'objet le plus doux
<en>k__BackingField: The softest object
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<fr>k__BackingField: "Un super h\xE9ros"
<en>k__BackingField: A super hero
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<fr>k__BackingField: Le dernier lien de votre historique internet
<en>k__BackingField: The last link in your internet history
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<fr>k__BackingField: 'Votre passe temps du moment '
<en>k__BackingField: Your current hobby
- <id>k__BackingField: f91b8236-a6d0-43b7-ae6b-272f36a928c7
<fr>k__BackingField: 'Une jojo pose '
<en>k__BackingField: A jojo pose
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<fr>k__BackingField: La nature
<en>k__BackingField: The nature
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<fr>k__BackingField: "Cette chose qui vous \xE9nerve un peut"
<en>k__BackingField: That thing that annoys you a little
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<fr>k__BackingField: "Une id\xE9e lumineuse"
<en>k__BackingField: A bright idea
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<fr>k__BackingField: La plus grande star au monde
<en>k__BackingField: 'The biggest star in the world '
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<fr>k__BackingField: "Une t\xE9l\xE9commande universel"
<en>k__BackingField: A universal remote control
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<fr>k__BackingField: Un beau bateau
<en>k__BackingField: A nice boat
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<fr>k__BackingField: Youtube actuellement
<en>k__BackingField: Youtube actually
- <id>k__BackingField: fb09b646-9f27-49fd-9e3f-781b5b915cb2
<fr>k__BackingField: Rond comme un ballon
<en>k__BackingField: 'Round like a balloon '
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<fr>k__BackingField: Qui rend heureux
<en>k__BackingField: Who makes you happy
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<fr>k__BackingField: Tortue ninja
<en>k__BackingField: Ninja Turtle
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<fr>k__BackingField: Un pokemon
<en>k__BackingField: A pokemon
- <id>k__BackingField: 0eb7bac8-993c-4beb-9fd5-c1136bb337b0
<fr>k__BackingField: "Votre humeur apr\xE8s avoir vue les derni\xE8res nouvelles
sur un de vos r\xE9saux sociaux"
<en>k__BackingField: Your mood after seeing the latest news on one of your social
networks
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<fr>k__BackingField: La meilleure boisson
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View File

@ -1,8 +1,12 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Firebase.Database;
using Firebase.Extensions;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
/// <summary>
/// This is the game state manager on the phone side
@ -12,17 +16,58 @@ public class GameManager : MonoBehaviour
private GameState currentState;
private List<Player> players = new List<Player>();
[Header("Temp variables")]
public bool isRoomExist = true;
public bool isPlayerExist = true;
[Header("Other component")]
public float explanationTime = 4f;
private float currentExplanationTime = 0;
public InputField roomCodeField;
[Header("Home Component")]
public TMP_InputField roomCodeField;
public TextMeshProUGUI roomError;
public InputField playerNameField;
public TMP_InputField playerNameField;
public TextMeshProUGUI nameError;
public UnityEngine.UI.Button submitNewPlayer;
[Header("WaitingRoom Component")]
public TextMeshProUGUI listPlayersUI;
public GameObject submitStartGame;
[Header("Pages")]
[SerializeField]
public GameObject HomeConnection;
[SerializeField]
public GameObject WaitingRoom;
[SerializeField]
public GameObject BeforeStart;
[SerializeField]
public GameObject TakePicture;
[SerializeField]
public GameObject VotePicture;
[SerializeField]
public GameObject WaitingOtherPlayers;
[SerializeField]
public GameObject EndGame;
private DatabaseReference realtimeDB;
private Room myRoom;
private void Awake()
{
FirebaseInitializer.Instance.onFirebaseReady += Initialize;
}
private void Start()
{
currentExplanationTime = explanationTime;
HomeConnection.SetActive(true);
}
public GameState GetCurrentState()
@ -30,17 +75,100 @@ public GameState GetCurrentState()
return currentState;
}
private void Initialize()
{
FirebaseInitializer.Instance.onFirebaseReady -= Initialize;
realtimeDB = FirebaseDatabase.DefaultInstance.RootReference;
Debug.Log("Realtime DB initialized");
//TODO MARINE : enable the submit button here. Disabled it at start
}
/// <summary>
/// Send your name and game room to the server
/// </summary>
public void PlayerValidateNameAndServerRoom()
public void PlayerValidateNameAndServerRoom(string _name, string _code)
{
//check if the room exists, if not display an error message
realtimeDB.Child("rooms").Child(_code).GetValueAsync().ContinueWithOnMainThread(task =>
{
if (task.IsFaulted)
{
Debug.LogException(task.Exception);
}
else if (task.IsCompleted)
{
DataSnapshot snapshot = task.Result;
if (snapshot == null)
{
Debug.LogError("The room doesn't exists");
roomError.text = "Error: the room doesn't exists";
roomError.gameObject.SetActive(true);
}
else
{
myRoom = JsonUtility.FromJson<Room>(snapshot.GetRawJsonValue());
realtimeDB.Child("rooms").Child(_code).ChildChanged += OnRoomUpdate;
}
}
});
string playerName = playerNameField.text;
string roomCode = roomCodeField.text;
// send to the server the room code and the player name
// MORGANE ENVOIE AU SERV
// answer isPlayerExist and isRoomExist
//if succeed, then the player to the server
if (isPlayerExist && isRoomExist)
{
currentState = GameState.WaitingForOtherPlayersToJoin;
WaitingRoom.SetActive(true);
HomeConnection.SetActive(false);
//TEMP
Player player = new Player();
player.SetName(playerName);
player.id = "1";
players.Add(player);
if (players.Count == 1)
{
submitStartGame.SetActive(true);
}
Player player2 = new Player();
player2.SetName("3J");
player2.id = "2";
Player player3 = new Player();
player3.SetName("3J");
player3.id = "3";
Player player4 = new Player();
player4.SetName("3J");
player4.id = "4";
Player player5 = new Player();
player5.SetName("3J");
player5.id = "5";
Player player6 = new Player();
player6.SetName("3J");
player6.id = "6";
players.Add(player2);
players.Add(player3);
players.Add(player4);
players.Add(player5);
players.Add(player6);
UpdateDisplayedListUser();
}
// else we show the errors
roomError.gameObject.SetActive(!isRoomExist);
nameError.gameObject.SetActive(!isPlayerExist);
//if succeed, change the state and change page
currentState = GameState.WaitingForOtherPlayersToJoin;
}
/// <summary>
@ -48,6 +176,12 @@ public void PlayerValidateNameAndServerRoom()
/// </summary>
public void StartGame()
{
// send Start Game
currentState = GameState.Explanation;
WaitingRoom.SetActive(false);
BeforeStart.SetActive(true);
}
@ -58,6 +192,8 @@ public void StartGame()
/// <param name="_prompt">The prompt to display</param>
public void MakeAProposition(Prompt _prompt)
{
currentState = GameState.MakeProposition;
}
@ -99,9 +235,28 @@ public void DisplayEndScreen()
/// <summary>
/// Automatically called when something change in your room
/// </summary>
private void OnRoomUpdate()
private void OnRoomUpdate(object sender, ChildChangedEventArgs e)
{
myRoom = JsonUtility.FromJson<Room>(e.Snapshot.GetRawJsonValue());
switch (currentState)
{
case GameState.WaitingForOtherPlayersToJoin:
{
// players = new list en fonction de ce qu'envoie fangh
UpdateDisplayedListUser();
break;
}
}
}
private void UpdateDisplayedListUser()
{
listPlayersUI.text = string.Empty;
for (int i = 0; i < players.Count; i++)
{
listPlayersUI.text += "\n" + players[i].name;
}
}
}

View File

@ -1,13 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class PhoneLoop : MonoBehaviour
{
[SerializeField]
public GameObject homeConnection;
[SerializeField]
public GameObject WaitingRoom;
[SerializeField]
public GameObject BeforeStart;
[SerializeField]
public GameObject TakePicture;
[SerializeField]
public GameObject VotePicture;
[SerializeField]
public GameObject WaitingOtherPlayers;
[SerializeField]
public GameObject EndGame;
// Start is called before the first frame update
void Start()
{
homeConnection.SetActive(true);
}
// Update is called once per frame
@ -15,4 +33,69 @@ void Update()
{
}
void ShowWaititngRoom()
{
homeConnection.SetActive(false);
WaitingRoom.SetActive(true);
}
void ShowBeforeStart()
{
WaitingRoom.SetActive(false);
BeforeStart.SetActive(true);
}
void ShowTakePicture()
{
BeforeStart.SetActive(false);
TakePicture.SetActive(true);
}
void showWaitingOtherPlayers()
{
if (TakePicture.activeInHierarchy)
{
TakePicture.SetActive(false);
}
if (VotePicture.activeInHierarchy)
{
VotePicture.SetActive(false);
}
WaitingOtherPlayers.SetActive(true);
}
void ShowVotePicture()
{
if (TakePicture.activeInHierarchy)
{
TakePicture.SetActive(false);
}
if (WaitingOtherPlayers.activeInHierarchy)
{
WaitingOtherPlayers.SetActive(false);
}
VotePicture.SetActive(true);
}
void ShowEndGame()
{
WaitingOtherPlayers.SetActive(false) ;
EndGame.SetActive(true);
}
[ContextMenu("Fake Player Connection")]
private void FakePlayerConnection()
{
}
}

View File

@ -2,7 +2,10 @@
using System.Collections.Generic;
using Firebase;
using Firebase.Database;
using Firebase.Extensions;
using TMPro;
using UnityEngine;
using System;
public class RoomManager : MonoBehaviour
{
@ -30,6 +33,11 @@ public class RoomManager : MonoBehaviour
DatabaseReference realtimeDB;
/// <summary>
/// TextMeshPro that show the value of the current rooom code
/// </summary>
public TextMeshProUGUI roomCodeLabel;
private void Awake()
{
FirebaseInitializer.Instance.onFirebaseReady += Initialize;
@ -38,11 +46,8 @@ private void Awake()
private void Start()
{
propositionCurrentTime = propositionTime;
votingCurrentTime = votingTime;
//we need to call CreateNewRoom. but not yet
}
private void OnApplicationQuit()
@ -57,6 +62,33 @@ private void Initialize()
FirebaseInitializer.Instance.onFirebaseReady -= Initialize;
realtimeDB = FirebaseDatabase.DefaultInstance.RootReference;
Debug.Log("Realtime DB initialized");
CreateNewRoom();
}
/// <summary>
/// Check all the rooms in the server and give back the number already taken
/// </summary>
private void WhichCodesAreAlreadyUsed(Action<List<int>> callback_OnCodesChecked)
{
List<int> alreadyUsedCodes = new List<int>();
realtimeDB.Child("rooms").GetValueAsync().ContinueWithOnMainThread(task =>
{
if (task.IsFaulted)
{
Debug.LogException(task.Exception);
}
else if (task.IsCompleted)
{
DataSnapshot snapshot = task.Result;
List<Room> onlineRooms = JsonUtility.FromJson<List<Room>>(snapshot.GetRawJsonValue());
foreach (Room r in onlineRooms)
{
alreadyUsedCodes.Add(int.Parse(r.code));
}
}
callback_OnCodesChecked?.Invoke(alreadyUsedCodes);
});
}
/// <summary>
@ -65,11 +97,40 @@ private void Initialize()
[ContextMenu("Create New Room")]
public void CreateNewRoom()
{
Room newRoom = new Room(Random.Range(0, 1000).ToString("D4"));
currentRoom = newRoom;
string JSON = JsonUtility.ToJson(newRoom);
realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON);
Debug.Log($"room {currentRoom.code} has been created on the server");
WhichCodesAreAlreadyUsed(codes =>
{
Room newRoom = new Room(GenerateRandomAvailableCode(codes).ToString("D4"));
currentRoom = newRoom;
string JSON = JsonUtility.ToJson(newRoom);
realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON).ContinueWithOnMainThread(task =>
{
Debug.Log($"room {currentRoom.code} has been created on the server");
realtimeDB.Child("rooms").Child(newRoom.code).Child("players").ChildAdded += PlayerConnect;
//TODO MARINE : uncomment and reference the correct game object
//roomCodeLabel.text = currentRoom.code;
});
});
}
/// <summary>
/// Generate a code between 0 and 1000 that is not in the list
/// </summary>
/// <param name="_impossibleCodes">the list of code you don"t want to get</param>
/// <returns></returns>
private int GenerateRandomAvailableCode(List<int> _impossibleCodes)
{
int random = UnityEngine.Random.Range(0, 1000);
while (_impossibleCodes.Contains(random))
{
Debug.Log($"{random} is already taken, choosing another room code", this);
random = UnityEngine.Random.Range(0, 1000);
}
return random;
}
private void DisplayRoomCode()
{
}
public void PlayerSendProposition(Proposition _proposition)
@ -149,9 +210,18 @@ public void GenerateCouples()
/// is automatically called when a player connect to the room
/// </summary>
/// <param name="_player"></param>
public void PlayerConnect(Player _player)
public void PlayerConnect(object sender, ChildChangedEventArgs args)
{
if (args.DatabaseError != null)
{
Debug.LogError(args.DatabaseError.Message);
return;
}
string JSON = args.Snapshot.GetRawJsonValue();
Player joinedPlayer = JsonUtility.FromJson<Player>(JSON);
Debug.Log($"{joinedPlayer.name} has joined the room");
//TODO Marine : do somtethjing with the newly joinde player
}
[ContextMenu("Fake Player Connection")]