303 lines
7.6 KiB
C#
303 lines
7.6 KiB
C#
using Firebase.Database;
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using Firebase.Extensions;
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using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using System;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using System.Linq;
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public class RoomManager : MonoBehaviour
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{
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public List<TextMeshProUGUI> playerLabels = new List<TextMeshProUGUI>();
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private RoomState currentState;
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private Room myRoom = null;
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private List<Player> players;
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public float propositionTime = 60;
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public float votingTime = 20;
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private float propositionCurrentTime = 0;
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private float votingCurrentTime = 0;
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/// <summary>
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/// Contain the infos about the current displayed question (during votes)
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/// </summary>
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private Question currentQuestion;
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private List<Question> questions;
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/// <summary>
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/// When this is equal to questions.Count, go to score page
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/// </summary>
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private int numberOfQuestionVoted = 0;
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DatabaseReference realtimeDB;
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/// <summary>
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/// TextMeshPro that show the value of the current rooom code
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/// </summary>
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public TextMeshProUGUI roomCodeLabel;
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private void Awake()
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{
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FirebaseInitializer.Instance.onFirebaseReady += Initialize;
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currentState = RoomState.None;
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}
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private void Start()
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{
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propositionCurrentTime = propositionTime;
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votingCurrentTime = votingTime;
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DisableAllPlayerLabels();
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currentState = RoomState.WaitingForPlayers;
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}
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private void DisableAllPlayerLabels()
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{
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for (int i = 0; i < playerLabels.Count; i++)
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{
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playerLabels[i].text = $"Waiting for P{i + 1}";
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}
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}
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private void OnApplicationQuit()
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{
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realtimeDB.Child("rooms").Child(myRoom.code).RemoveValueAsync();
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Debug.Log($"delete room {myRoom.code}");
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myRoom = null;
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}
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private void Initialize()
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{
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FirebaseInitializer.Instance.onFirebaseReady -= Initialize;
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realtimeDB = FirebaseDatabase.DefaultInstance.RootReference;
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Debug.Log("Realtime DB initialized");
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CreateNewRoom();
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}
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/// <summary>
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/// Check all the rooms in the server and give back the number already taken
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/// </summary>
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private void WhichCodesAreAlreadyUsed(Action<List<int>> callback_OnCodesChecked)
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{
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List<int> alreadyUsedCodes = new List<int>();
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realtimeDB.Child("rooms").GetValueAsync().ContinueWithOnMainThread(task =>
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{
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if (task.IsFaulted)
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{
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Debug.LogException(task.Exception);
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}
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else if (task.IsCompleted)
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{
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DataSnapshot snapshot = task.Result;
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List<Room> onlineRooms = JsonUtility.FromJson<List<Room>>(snapshot.GetRawJsonValue());
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foreach (Room r in onlineRooms)
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{
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alreadyUsedCodes.Add(int.Parse(r.code));
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}
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}
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callback_OnCodesChecked?.Invoke(alreadyUsedCodes);
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});
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}
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/// <summary>
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/// Automatically called at start of game
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/// </summary>
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[ContextMenu("Create New Room")]
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public void CreateNewRoom()
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{
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WhichCodesAreAlreadyUsed(codes =>
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{
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Room newRoom = new Room(GenerateRandomAvailableCode(codes).ToString("D4"));
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myRoom = newRoom;
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try
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{
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string JSON = JsonUtility.ToJson(newRoom);
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realtimeDB.Child("rooms").Child(newRoom.code).SetRawJsonValueAsync(JSON).ContinueWithOnMainThread(task =>
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{
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//then subscribe to it
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realtimeDB.Child("rooms").Child(newRoom.code).ValueChanged += OnRoomUpdate;
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roomCodeLabel.text = myRoom.code;
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Debug.Log($"room {myRoom.code} has been created on the server");
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});
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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});
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}
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/// <summary>
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/// Generate a code between 0 and 1000 that is not in the list
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/// </summary>
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/// <param name="_impossibleCodes">the list of code you don"t want to get</param>
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/// <returns></returns>
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private int GenerateRandomAvailableCode(List<int> _impossibleCodes)
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{
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int random = UnityEngine.Random.Range(0, 1000);
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while (_impossibleCodes.Contains(random))
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{
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Debug.Log($"{random} is already taken, choosing another room code", this);
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random = UnityEngine.Random.Range(0, 1000);
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}
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return random;
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}
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private void DisplayRoomCode()
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{
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}
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public void PlayerSendProposition(Proposition _proposition)
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{
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}
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/// <summary>
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/// Called when the first player clicked "Start"
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/// </summary>
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public void HostStartGame()
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{
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}
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/// <summary>
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/// Start the proposition timer
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/// </summary>
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public void StartPropositionTimer()
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{
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}
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/// <summary>
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/// Automatically called when the proposition timer has finished
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/// </summary>
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public void PropositionTimerFinished()
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{
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}
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/// <summary>
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/// Start the voting timer
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/// </summary>
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public void StartVotingTimer()
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{
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}
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/// <summary>
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/// Automatically called when the voting timer has finished
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/// </summary>
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public void VotingTimerFinished()
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{
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}
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/// <summary>
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/// Automatically called when a proposition is updated (someone has voted or a picture has been proposed)
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/// </summary>
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public void OnPropositionUpdate()
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{
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}
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/// <summary>
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/// Will generate a question with a prompt and two owners
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/// </summary>
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public void GenerateQuestion()
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{
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}
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/// <summary>
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/// Generate all the player pairs
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/// (players should not play against themself.
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/// (players should not play twice with the same person)
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/// </summary>
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public void GenerateCouples()
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{
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}
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/// <summary>
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/// Automatically called when something change in your room
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/// </summary>
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private void OnRoomUpdate(object sender, ValueChangedEventArgs value)
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{
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Debug.Log("coucou");
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if (value.DatabaseError != null)
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{
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Debug.LogError(value.DatabaseError.Message);
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return;
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}
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string JSON = value.Snapshot.GetRawJsonValue();
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Debug.Log(JSON);
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try
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{
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myRoom = JsonConvert.DeserializeObject<Room>(JSON);
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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Debug.Log("caca");
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switch (currentState)
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{
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case RoomState.WaitingForPlayers:
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Debug.Log("prout");
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UpdateConnectedPlayerList(myRoom.GetPlayerList());
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break;
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default:
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break;
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}
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}
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/// <summary>
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/// Update the player labels on the WaitingForPlayer page
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/// </summary>
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/// <param name="_players"></param>
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private void UpdateConnectedPlayerList(List<Player> _players)
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{
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Debug.Log($"players count = {_players.Count}");
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for (int i = 0; i < _players.Count; i++)
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{
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Debug.Log($"player {i} = {_players[i].name}");
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playerLabels[i].text = _players[i].name;
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}
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}
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[ContextMenu("Fake Player Connection")]
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private void FakePlayerConnection()
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{
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Player temp = new Player("Momo");
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temp.id = Guid.NewGuid().ToString();
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temp.SetName("Momo");
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}
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}
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public enum RoomState
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{
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None,
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WaitingForPlayers,
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WaitingForPropositions,
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ShowPropositions,
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ShowVoters,
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Score
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}
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