feat: enable end buttons only for first player
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70b9bee50a
commit
3b6d8a8453
@ -39,6 +39,10 @@ public class GameManager : MonoBehaviour
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[Header("MakeProposition Component")]
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[Header("MakeProposition Component")]
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public TextMeshProUGUI counterMakeProposition;
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public TextMeshProUGUI counterMakeProposition;
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[Header("EndGame Components")]
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[SerializeField] private GameObject endGameFirstPlayer;
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[SerializeField] private GameObject endGameOtherPlayers;
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[Header("Pages")]
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[Header("Pages")]
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public GameObject HomeConnection;
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public GameObject HomeConnection;
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public GameObject WaitingRoom;
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public GameObject WaitingRoom;
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@ -313,8 +317,11 @@ private void OnRoomUpdate(object sender, ValueChangedEventArgs e)
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{
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{
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case (int)GameState.WaitingForOtherPlayersToJoin:
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case (int)GameState.WaitingForOtherPlayersToJoin:
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{
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{
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CheckIfIAmTheFirst(myRoom.GetPlayerList());
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if(CheckIfIAmTheFirst(myRoom.GetPlayerList()))
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UpdateDisplayedListUser(myRoom.GetPlayerList());
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{
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submitStartGame.SetActive(true);
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}
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UpdateDisplayedListUser(myRoom.GetOrderedPlayerList());
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break;
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break;
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}
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}
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default:
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default:
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@ -382,6 +389,8 @@ private void OnNewGameState()
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VotePicture.SetActive(false);
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VotePicture.SetActive(false);
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WaitingOtherPlayers.SetActive(false);
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WaitingOtherPlayers.SetActive(false);
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endGameFirstPlayer.SetActive(CheckIfIAmTheFirst(myRoom.GetPlayerList()));
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endGameOtherPlayers.SetActive(CheckIfIAmTheFirst(myRoom.GetPlayerList()));
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EndGame.SetActive(true);
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EndGame.SetActive(true);
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}
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}
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break;
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break;
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@ -416,7 +425,12 @@ private void UpdateDisplayedListUser(List<Player> players)
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}
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}
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}
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}
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private void CheckIfIAmTheFirst(List<Player> players)
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/// <summary>
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/// return true if you are the fist player
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/// </summary>
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/// <param name="players"></param>
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/// <returns></returns>
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private bool CheckIfIAmTheFirst(List<Player> players)
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{
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{
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bool isFirst = false;
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bool isFirst = false;
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if (players.Count > 1)
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if (players.Count > 1)
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@ -429,11 +443,7 @@ private void CheckIfIAmTheFirst(List<Player> players)
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isFirst = true;
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isFirst = true;
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}
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}
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}
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}
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return isFirst;
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if (isFirst)
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{
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submitStartGame.SetActive(true);
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}
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}
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}
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public void SendCurrentState(GameState state, Action callback_oncCurrentStateSent)
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public void SendCurrentState(GameState state, Action callback_oncCurrentStateSent)
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{
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{
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