player connected
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@ -15,10 +15,8 @@ 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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private Player currentPlayer= new 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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@ -68,6 +66,7 @@ private void Start()
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{
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currentExplanationTime = explanationTime;
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HomeConnection.SetActive(true);
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submitNewPlayer.GetComponent<UnityEngine.UI.Button>().interactable = false;
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}
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public GameState GetCurrentState()
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@ -81,7 +80,7 @@ private void 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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submitNewPlayer.GetComponent<UnityEngine.UI.Button>().interactable = true;
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}
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/// <summary>
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@ -108,65 +107,14 @@ public void PlayerValidateNameAndServerRoom(string _name, string _code)
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else
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{
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myRoom = JsonUtility.FromJson<Room>(snapshot.GetRawJsonValue());
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currentPlayer.SetName(name);
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currentPlayer.id = "1";
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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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@ -242,8 +190,50 @@ private void OnRoomUpdate(object sender, ChildChangedEventArgs e)
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{
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case GameState.WaitingForOtherPlayersToJoin:
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{
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WaitingRoom.SetActive(true);
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HomeConnection.SetActive(false);
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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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case GameState.EnteringName:
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{
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currentState = GameState.WaitingForOtherPlayersToJoin;
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//TEMP
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players.Add(currentPlayer);
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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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break;
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}
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}
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@ -259,6 +249,14 @@ private void UpdateDisplayedListUser()
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}
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}
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public void OnClickSubmitSignIn()
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{
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string playerName = playerNameField.text;
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string roomCode = roomCodeField.text;
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PlayerValidateNameAndServerRoom(playerName, roomCode);
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}
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}
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public enum GameState
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