Snaparazzi/Assets/Scripts/GameManager.cs
2024-01-27 16:32:12 +01:00

164 lines
4.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Firebase.Database;
using Firebase.Extensions;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
/// <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>();
public float explanationTime = 4f;
private float currentExplanationTime = 0;
public InputField roomCodeField;
public TextMeshProUGUI roomError;
public InputField playerNameField;
public TextMeshProUGUI nameError;
private DatabaseReference realtimeDB;
private Room myRoom;
private void Awake()
{
FirebaseInitializer.Instance.onFirebaseReady += Initialize;
}
private void Start()
{
currentExplanationTime = explanationTime;
}
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;
}
}
});
//if succeed, then the player to the server
//if succeed, change the state and change page
currentState = GameState.WaitingForOtherPlayersToJoin;
}
/// <summary>
/// Call this only by the first player
/// </summary>
public void StartGame()
{
}
/// <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)
{
}
/// <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());
}
}
public enum GameState
{
EnteringName,
WaitingForOtherPlayersToJoin,
Explanation,
MakeProposition,
PropositionsSent,
WaitingForOtherPlayers,
VotingTime,
Ending
}