using System; using System.Collections; using System.Collections.Generic; using Firebase.Database; using Firebase.Extensions; using TMPro; using UnityEngine; using UnityEngine.UI; using UnityEngine.UIElements; /// /// This is the game state manager on the phone side /// 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; [Header("Home Component")] public TMP_InputField roomCodeField; public TextMeshProUGUI roomError; 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 DatabaseReference realtimeDB; private Room myRoom; private void Awake() { FirebaseInitializer.Instance.onFirebaseReady += Initialize; } private void Start() { currentExplanationTime = explanationTime; HomeConnection.SetActive(true); } public GameState GetCurrentState() { return currentState; } private void Initialize() { FirebaseInitializer.Instance.onFirebaseReady -= Initialize; realtimeDB = FirebaseDatabase.DefaultInstance.RootReference; Debug.Log("Realtime DB initialized"); //TODO MARINE : enable the submit button here. Disabled it at start } /// /// Send your name and game room to the server /// public void PlayerValidateNameAndServerRoom(string _name, string _code) { //check if the room exists, if not display an error message realtimeDB.Child("rooms").Child(_code).GetValueAsync().ContinueWithOnMainThread(task => { if (task.IsFaulted) { Debug.LogException(task.Exception); } else if (task.IsCompleted) { DataSnapshot snapshot = task.Result; if (snapshot == null) { Debug.LogError("The room doesn't exists"); roomError.text = "Error: the room doesn't exists"; roomError.gameObject.SetActive(true); } else { myRoom = JsonUtility.FromJson(snapshot.GetRawJsonValue()); realtimeDB.Child("rooms").Child(_code).ChildChanged += OnRoomUpdate; } } }); 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); } /// /// Call this only by the first player /// public void StartGame() { // send Start Game currentState = GameState.Explanation; WaitingRoom.SetActive(false); BeforeStart.SetActive(true); } /// /// Dislay on the screen the current prompt ask to you and another player /// Also show all the camera stuff /// /// The prompt to display public void MakeAProposition(Prompt _prompt) { currentState = GameState.MakeProposition; } /// /// Create a proposition from the picture taken and send it to server. /// Then go to next proposition (if any) or the page "WaitingForOtherPlayers" /// public void SubmitProposition() { Proposition temp = new Proposition(); } /// /// Display the voting page /// public void StartToVote() { } /// /// Choose one result and send it to the server /// Then go to the next vote (if any) or to the page "WaitingForOtherPlayers" /// public void Vote() { } /// /// Display the UI of the end screen /// public void DisplayEndScreen() { } /// /// Automatically called when something change in your room /// private void OnRoomUpdate(object sender, ChildChangedEventArgs e) { myRoom = JsonUtility.FromJson(e.Snapshot.GetRawJsonValue()); 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; } } } public enum GameState { EnteringName, WaitingForOtherPlayersToJoin, Explanation, MakeProposition, PropositionsSent, WaitingForOtherPlayers, VotingTime, Ending }