fix: begin state
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a1b5c59197
commit
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@ -4,6 +4,7 @@
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using Firebase.Database;
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using Firebase.Database;
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using Firebase.Extensions;
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using Firebase.Extensions;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using TMPro;
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using TMPro;
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using UnityEngine;
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using UnityEngine;
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using static UnityEditor.Experimental.AssetDatabaseExperimental.AssetDatabaseCounters;
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using static UnityEditor.Experimental.AssetDatabaseExperimental.AssetDatabaseCounters;
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@ -57,6 +58,13 @@ private void Start()
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{
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{
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currentExplanationTime = explanationTime;
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currentExplanationTime = explanationTime;
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HomeConnection.SetActive(true);
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HomeConnection.SetActive(true);
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WaitingRoom.SetActive(false);
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BeforeStart.SetActive(false);
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TakePicture.SetActive(false);
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VotePicture.SetActive(false);
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WaitingOtherPlayers.SetActive(false);
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EndGame.SetActive(false);
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submitNewPlayer.interactable = false;
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submitNewPlayer.interactable = false;
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}
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}
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@ -82,6 +90,7 @@ private void Update()
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if (duration.TotalMilliseconds <= 0)
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if (duration.TotalMilliseconds <= 0)
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{
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{
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Debug.Log("It's time to make proposition !");
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Debug.Log("It's time to make proposition !");
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endOfExplanationDate = DateTime.MinValue;
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}
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}
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}
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}
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}
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}
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@ -288,10 +297,13 @@ public void DisplayEndScreen()
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/// </summary>
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/// </summary>
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private void OnRoomUpdate(object sender, ValueChangedEventArgs e)
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private void OnRoomUpdate(object sender, ValueChangedEventArgs e)
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{
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{
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Debug.Log("begin OnRoomUpdate");
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try
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try
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{
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{
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if (e!= null)
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if (e?.Snapshot?.GetRawJsonValue() != null)
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{
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{
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string JSON = e.Snapshot.GetRawJsonValue();
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Debug.Log($"your room has been updated :\n{JSON}");
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myRoom = JsonConvert.DeserializeObject<Room>(e.Snapshot.GetRawJsonValue());
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myRoom = JsonConvert.DeserializeObject<Room>(e.Snapshot.GetRawJsonValue());
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}
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}
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@ -302,12 +314,15 @@ private void OnRoomUpdate(object sender, ValueChangedEventArgs e)
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}
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}
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if (myRoom == null)
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if (myRoom == null)
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{
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{
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Debug.Log("myroom is null");
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return;
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return;
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}
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}
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switch (myRoom.currentState)
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switch (myRoom.currentState)
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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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Debug.Log("update player List");
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Debug.Log(myRoom.GetPlayerList());
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CheckIfIAmTheFirst(myRoom.GetPlayerList());
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CheckIfIAmTheFirst(myRoom.GetPlayerList());
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UpdateDisplayedListUser(myRoom.GetPlayerList());
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UpdateDisplayedListUser(myRoom.GetPlayerList());
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break;
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break;
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