diff --git a/Assets/Scenes/PhoneView.unity b/Assets/Scenes/PhoneView.unity
index 8fa58c3..f7f6492 100644
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+++ b/Assets/Scenes/PhoneView.unity
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m_OnClick:
m_PersistentCalls:
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- component: {fileID: 1202782728}
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m_Name:
m_EditorClassIdentifier:
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+ isPlayerExist: 1
+ explanationTime: 4
+ roomCodeField: {fileID: 2023851070}
+ roomError: {fileID: 991600093}
+ playerNameField: {fileID: 1163479463}
+ nameError: {fileID: 1224049646}
+ submitNewPlayer: {fileID: 1158329299}
+ listPlayersUI: {fileID: 1891690322}
+ submitStartGame: {fileID: 638947073}
+ HomeConnection: {fileID: 2027556831}
+ WaitingRoom: {fileID: 1590939977}
+ BeforeStart: {fileID: 563000513}
+ TakePicture: {fileID: 1181392805}
+ VotePicture: {fileID: 531335861}
+ WaitingOtherPlayers: {fileID: 2095389711}
+ EndGame: {fileID: 1850164816}
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m_AnchorMax: {x: 0.5, y: 0.5}
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diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs
index 8f9ba43..0e50569 100644
--- a/Assets/Scripts/GameManager.cs
+++ b/Assets/Scripts/GameManager.cs
@@ -1,8 +1,10 @@
+using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
+using UnityEngine.UIElements;
///
/// This is the game state manager on the phone side
@@ -12,17 +14,50 @@ public class GameManager : MonoBehaviour
private GameState currentState;
private List players = new List();
+ [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 void Start()
{
currentExplanationTime = explanationTime;
+ HomeConnection.SetActive(true);
}
public GameState GetCurrentState()
@@ -35,12 +70,63 @@ public GameState GetCurrentState()
///
public void PlayerValidateNameAndServerRoom()
{
- //check if the room exists, if not display an error message
+ 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;
}
///
@@ -48,6 +134,12 @@ public void PlayerValidateNameAndServerRoom()
///
public void StartGame()
{
+ // send Start Game
+
+ currentState = GameState.Explanation;
+ WaitingRoom.SetActive(false);
+ BeforeStart.SetActive(true);
+
}
@@ -58,7 +150,9 @@ public void StartGame()
/// The prompt to display
public void MakeAProposition(Prompt _prompt)
{
+ currentState = GameState.MakeProposition;
+
}
///
@@ -101,7 +195,25 @@ public void DisplayEndScreen()
///
private void OnRoomUpdate()
{
+ 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;
+ }
}
}
diff --git a/Assets/Scripts/PhoneLoop.cs b/Assets/Scripts/PhoneLoop.cs
index e29bcbd..0580aec 100644
--- a/Assets/Scripts/PhoneLoop.cs
+++ b/Assets/Scripts/PhoneLoop.cs
@@ -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()
+ {
+
+ }
+
+
+
+
}