Snaparazzi/Assets/Scripts/GameManager.cs
2024-01-27 16:32:58 +01:00

277 lines
7.1 KiB
C#

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;
/// <summary>
/// This is the game state manager on the phone side
/// </summary>
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;
[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
}
/// <summary>
/// Send your name and game room to the server
/// </summary>
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<Room>(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);
}
/// <summary>
/// Call this only by the first player
/// </summary>
public void StartGame()
{
// send Start Game
currentState = GameState.Explanation;
WaitingRoom.SetActive(false);
BeforeStart.SetActive(true);
}
/// <summary>
/// Dislay on the screen the current prompt ask to you and another player
/// Also show all the camera stuff
/// </summary>
/// <param name="_prompt">The prompt to display</param>
public void MakeAProposition(Prompt _prompt)
{
currentState = GameState.MakeProposition;
}
/// <summary>
/// Create a proposition from the picture taken and send it to server.
/// Then go to next proposition (if any) or the page "WaitingForOtherPlayers"
/// </summary>
public void SubmitProposition()
{
Proposition temp = new Proposition();
}
/// <summary>
/// Display the voting page
/// </summary>
public void StartToVote()
{
}
/// <summary>
/// Choose one result and send it to the server
/// Then go to the next vote (if any) or to the page "WaitingForOtherPlayers"
/// </summary>
public void Vote()
{
}
/// <summary>
/// Display the UI of the end screen
/// </summary>
public void DisplayEndScreen()
{
}
/// <summary>
/// Automatically called when something change in your room
/// </summary>
private void OnRoomUpdate(object sender, ChildChangedEventArgs e)
{
myRoom = JsonUtility.FromJson<Room>(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
}