connect UI

This commit is contained in:
Marine 2024-01-27 16:25:53 +01:00
parent ea295d0325
commit c776bbf9a5
3 changed files with 521 additions and 15 deletions

View File

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View File

@ -1,8 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
/// <summary>
/// This is the game state manager on the phone side
@ -12,17 +14,50 @@ 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 void Start()
{
currentExplanationTime = explanationTime;
HomeConnection.SetActive(true);
}
public GameState GetCurrentState()
@ -35,12 +70,63 @@ public GameState GetCurrentState()
/// </summary>
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 succeed, change the state and change page
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);
}
/// <summary>
@ -48,6 +134,12 @@ public void PlayerValidateNameAndServerRoom()
/// </summary>
public void StartGame()
{
// send Start Game
currentState = GameState.Explanation;
WaitingRoom.SetActive(false);
BeforeStart.SetActive(true);
}
@ -58,6 +150,8 @@ public void StartGame()
/// <param name="_prompt">The prompt to display</param>
public void MakeAProposition(Prompt _prompt)
{
currentState = GameState.MakeProposition;
}
@ -101,7 +195,25 @@ public void DisplayEndScreen()
/// </summary>
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;
}
}
}

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()
{
}
}