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"fr" : "en"; + PlayerPrefs.SetString("promptslanguage", currentLanguage); + SetLanguageOnRoom(); + } + + private void SetLanguageOnRoom() + { + image.sprite = currentLanguage == "fr" ? flag_fr : flag_en; + RoomManager.Instance.SetPromptsLanguage(currentLanguage); + } +} diff --git a/Assets/Scripts/PromptsLanguage.cs.meta b/Assets/Scripts/PromptsLanguage.cs.meta new file mode 100644 index 0000000..10258e9 --- /dev/null +++ b/Assets/Scripts/PromptsLanguage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c71e2cd71561f7948aa3b8690f68fd0f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PropositionHandler.cs b/Assets/Scripts/PropositionHandler.cs index 7d296e5..c7b741e 100644 --- a/Assets/Scripts/PropositionHandler.cs +++ b/Assets/Scripts/PropositionHandler.cs @@ -19,9 +19,9 @@ public class PropositionHandler : MonoBehaviour public void ShowPlayersProposition(Question currentQuestion) { List props = currentQuestion.propositions.Values.ToList(); - string enPrompt = prompts.GetPromptById(currentQuestion.promptId).en; - promptLabel.text = enPrompt; - Debug.Log($"Showing Question ({currentQuestion.index}) : {enPrompt}"); + string prompt = GameManager.Instance.myRoom.promptsLanguage == "en" ? prompts.GetPromptById(currentQuestion.promptId).en : prompts.GetPromptById(currentQuestion.promptId).fr; + promptLabel.text = prompt; + Debug.Log($"Showing Question ({currentQuestion.index}) : {prompt}"); for (int i = 0; i < 2; i++) { int index = i; // Capture la valeur de i pour cette itération diff --git a/Assets/Scripts/QuestionHandler.cs b/Assets/Scripts/QuestionHandler.cs index 27bdd7c..cdc1efc 100644 --- a/Assets/Scripts/QuestionHandler.cs +++ b/Assets/Scripts/QuestionHandler.cs @@ -40,7 +40,7 @@ void OnEnable() void Redraw(int currentQuestion) { Prompt prompt = promptList.prompts.Find(x => x.id == questionsToAnswer[currentQuestion].promptId); - explainText.SetText(prompt.en); + explainText.SetText(gameManager.myRoom.promptsLanguage == "en" ? prompt.en : prompt.fr); CameraManager cameraManager = gameObject.GetComponent(); cameraManager.WebcamResume(); diff --git a/Assets/Scripts/RoomManager.cs b/Assets/Scripts/RoomManager.cs index 61060e4..8e70472 100644 --- a/Assets/Scripts/RoomManager.cs +++ b/Assets/Scripts/RoomManager.cs @@ -11,7 +11,11 @@ using UnityEngine.Localization.Settings; using UnityEngine.Localization; using UnityEngine.Localization.Tables; +using Google.MiniJSON; +/// +/// This is the game state manager on the PC side +/// public class RoomManager : MonoBehaviour { public static RoomManager Instance; @@ -52,8 +56,12 @@ public class RoomManager : MonoBehaviour public Room myRoom { get; private set; } = null; + public event Action OnRoomCreated; + DatabaseReference realtimeDB; + #region Unity Methods + private void Awake() { Instance = this; @@ -66,17 +74,6 @@ private void Start() InitializeFirstPage(); } - private void InitializeFirstPage() - { - explanationPage.SetActive(false); - waitForPropositionsPage.gameObject.SetActive(false); - votingPage.gameObject.SetActive(false); - scoringPage.gameObject.SetActive(false); - - waitingForPlayersPage.SetActive(true); - ResetAllPlayerLabels(); - } - private void Update() { if (myRoom == null) @@ -97,6 +94,117 @@ private void Update() } + private bool deleteRoomFilesCompleted = false; + private bool deleteRealtimeDBCompleted = false; + + private void OnApplicationQuit() + { + StartCoroutine(Coroutine_ClearCurrentRoom(() => + { + Debug.Log("You can go. Bye bye..."); + })); + } + + #endregion + + #region Public Methods + + /// + /// Automatically called at start of game + /// + [ContextMenu("Create New Room")] + public void CreateNewRoom() + { + WhichCodesAreAlreadyUsed(codes => + { + Room newRoom = new Room(GenerateRandomAvailableCode(codes).ToString("D4")); + myRoom = newRoom; + try + { + string JSON = JsonConvert.SerializeObject(newRoom); + + realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON).ContinueWithOnMainThread(task => + { + //then subscribe to it + realtimeDB.Child("rooms").Child(newRoom.code).ValueChanged += OnRoomUpdate; + roomCodeLabel.text = myRoom.code; + OnRoomCreated?.Invoke(); + Debug.Log($"room {myRoom.code} has been created on the server"); + }); + } + catch (Exception e) + { + Debug.LogException(e); + } + }); + } + + public void GeneratePrompts() + { + System.Random rnd = new(); + List prompts = promptList.prompts.OrderBy(x => rnd.Next()).Take(myRoom.players.Count()).ToList(); + List players = myRoom.players.Values.ToList().OrderBy(x => rnd.Next()).ToList(); + Dictionary questions = new(); + + for (int i = 0; i < players.Count(); i++) + { + Dictionary propositions = new(); + + for (int j = 0; j < 2; j++) + { + propositions.Add(j, new Proposition(players[i + j < players.Count() ? i + j : 0])); + } + + questions.Add(i, new Question() + { + index = i, + promptId = prompts[i].id, + propositions = propositions, + creationDate = DateTime.Now.ToOADate(), + }); + } + + string JSON = JsonConvert.SerializeObject(questions); + realtimeDB.Child("rooms").Child(myRoom.code).Child("questions").SetRawJsonValueAsync(JSON); + } + + /// + /// + /// + /// can be "en" or "fr" + public void SetPromptsLanguage(string _language) + { + if (myRoom == null) + return; + + if(_language == "en" ||_language == "fr") + realtimeDB.Child("rooms").Child(myRoom.code).Child("promptsLanguage").SetValueAsync(_language); + } + + #endregion + + #region Private Methods + + private void Initialize() + { + FirebaseInitializer.Instance.onFirebaseReady -= Initialize; + realtimeDB = FirebaseDatabase.DefaultInstance.RootReference; + Debug.Log("Realtime DB initialized"); + ClearOldAndCreateNewRoom(); + } + + + private void InitializeFirstPage() + { + explanationPage.SetActive(false); + waitForPropositionsPage.gameObject.SetActive(false); + votingPage.gameObject.SetActive(false); + scoringPage.gameObject.SetActive(false); + + waitingForPlayersPage.SetActive(true); + ResetAllPlayerLabels(); + } + private void SendRoomState(GameState _newState) { //Debug.Log($"sending to RTDB that we are now in the {_newState} state", this); @@ -112,25 +220,6 @@ private void ResetAllPlayerLabels() } } - private bool deleteRoomFilesCompleted = false; - private bool deleteRealtimeDBCompleted = false; - - private void OnApplicationQuit() - { - StartCoroutine(Coroutine_ClearCurrentRoom(() => - { - Debug.Log("You can go. Bye bye..."); - })); - } - - private void Initialize() - { - FirebaseInitializer.Instance.onFirebaseReady -= Initialize; - realtimeDB = FirebaseDatabase.DefaultInstance.RootReference; - Debug.Log("Realtime DB initialized"); - ClearOldAndCreateNewRoom(); - } - private void ClearOldAndCreateNewRoom() { CleanOldRooms(); @@ -142,7 +231,7 @@ private void ClearOldAndCreateNewRoom() private IEnumerator Coroutine_ClearCurrentRoom(Action callback_OnRoomClear = null) { - if(myRoom == null || string.IsNullOrEmpty(myRoom.code)) + if (myRoom == null || string.IsNullOrEmpty(myRoom.code)) { yield return null; Debug.Log("There is no last room to clean", this); @@ -177,92 +266,6 @@ private IEnumerator Coroutine_ClearCurrentRoom(Action callback_OnRoomClear = nul } } - /// - /// Check all the rooms in the server and give back the number already taken - /// - private void WhichCodesAreAlreadyUsed(Action> callback_OnCodesChecked) - { - QueryRoomsInDatabase(onlineRooms => - { - List alreadyUsedCodes = onlineRooms.Select(room => int.Parse(room.code)).ToList(); - Debug.Log($"Codes {string.Join(", ", alreadyUsedCodes)} are already used by other parties", this); - callback_OnCodesChecked?.Invoke(alreadyUsedCodes); - }); - } - - /// - /// Automatically called at start of game - /// - [ContextMenu("Create New Room")] - public void CreateNewRoom() - { - WhichCodesAreAlreadyUsed(codes => - { - Room newRoom = new Room(GenerateRandomAvailableCode(codes).ToString("D4")); - myRoom = newRoom; - try - { - string JSON = JsonConvert.SerializeObject(newRoom); - - realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON).ContinueWithOnMainThread(task => - { - //then subscribe to it - realtimeDB.Child("rooms").Child(newRoom.code).ValueChanged += OnRoomUpdate; - roomCodeLabel.text = myRoom.code; - Debug.Log($"room {myRoom.code} has been created on the server"); - }); - } - catch (Exception e) - { - Debug.LogException(e); - } - }); - } - - /// - /// Generate a code between 0 and 1000 that is not in the list - /// - /// the list of code you don"t want to get - /// - private int GenerateRandomAvailableCode(List _impossibleCodes) - { - int random = UnityEngine.Random.Range(0, 1000); - while (_impossibleCodes.Contains(random)) - { - Debug.Log($"{random} is already taken, choosing another room code", this); - random = UnityEngine.Random.Range(0, 1000); - } - return random; - } - - public void GeneratePrompts() - { - System.Random rnd = new(); - List prompts = promptList.prompts.OrderBy(x => rnd.Next()).Take(myRoom.players.Count()).ToList(); - List players = myRoom.players.Values.ToList().OrderBy(x => rnd.Next()).ToList(); - Dictionary questions = new(); - - for (int i = 0; i < players.Count(); i++) - { - Dictionary propositions = new(); - - for (int j = 0; j < 2; j++) - { - propositions.Add(j, new Proposition(players[i + j < players.Count() ? i + j : 0])); - } - - questions.Add(i, new Question() - { - index = i, - promptId = prompts[i].id, - propositions = propositions, - creationDate = DateTime.Now.ToOADate(), - }); - } - - string JSON = JsonConvert.SerializeObject(questions); - realtimeDB.Child("rooms").Child(myRoom.code).Child("questions").SetRawJsonValueAsync(JSON); - } /// /// Automatically called when something change in your room @@ -314,6 +317,38 @@ private void OnRoomUpdate(object sender, ValueChangedEventArgs value) } } + + + /// + /// Check all the rooms in the server and give back the number already taken + /// + private void WhichCodesAreAlreadyUsed(Action> callback_OnCodesChecked) + { + QueryRoomsInDatabase(onlineRooms => + { + List alreadyUsedCodes = onlineRooms.Select(room => int.Parse(room.code)).ToList(); + Debug.Log($"Codes {string.Join(", ", alreadyUsedCodes)} are already used by other parties", this); + callback_OnCodesChecked?.Invoke(alreadyUsedCodes); + }); + } + + + /// + /// Generate a code between 0 and 1000 that is not in the list + /// + /// the list of code you don"t want to get + /// + private int GenerateRandomAvailableCode(List _impossibleCodes) + { + int random = UnityEngine.Random.Range(0, 1000); + while (_impossibleCodes.Contains(random)) + { + Debug.Log($"{random} is already taken, choosing another room code", this); + random = UnityEngine.Random.Range(0, 1000); + } + return random; + } + /// /// Called when we enter in a new game state /// @@ -463,4 +498,6 @@ private void DeleteRoom(string _roomCode) Debug.Log($"Room {_roomCode} has been deleted"); }); } + + #endregion } diff --git a/Assets/Scripts/VotingPage.cs b/Assets/Scripts/VotingPage.cs index 65de99d..b5c0c4b 100644 --- a/Assets/Scripts/VotingPage.cs +++ b/Assets/Scripts/VotingPage.cs @@ -127,7 +127,7 @@ private void ShowNextQuestion() // Update the prompt text based on the current question's prompt ID. 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