TouhouLS/Assets/RealCode/GameBoardInstance.cs

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using TMPro;
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public class GameBoardInstance : MonoBehaviour {
public static GameBoardInstance instance { get; private set; }
public GameBoard player1, player2;
public bool readyActive;
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public bool gameActive;
public bool gameSetActive;
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[Header("Text")]
public TextMeshProUGUI headerTextMesh;
public string startKey;
public string gameSetKey;
[Header("Referneces")]
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public GameObject tilePrefab;
public Sprite[] regular;
public Sprite[] lit;
public Sprite[] activators;
[Header("AI difficulty, 0(easy)-3(hardest)")]
public int AIDifficulty = 1;
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private void Awake() {
instance = this;
}
private void Update() {
if (GameTransition.Instance == null) return;
var state = GameTransition.Instance.state;
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if (state == GameState.InGame && gameActive){
var over = player1.delayState == GameBoard.DelayState.Loss || player2.delayState == GameBoard.DelayState.Loss;
if (over){
player1.Stop();
player2.Stop();
StartCoroutine(EndGameTimer(5f));
}
} else if (state == GameState.Continue){
var response = -1;
if (NetworkManager.inRoom){
response = PlayerProperties.GetAllResponse();
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if (PlayerProperties.playerResponse.GetLocal() == 0){
response = 0;
}
} else {
response = PlayerProperties.playerResponse.GetLocal();
}
switch(response){
// leave room
case 0:
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ExitGame(true);
break;
// return to lobby or not enough players
case 1:
case -2:
GameTransition.Instance.state = GameState.Lobby;
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ClearGame();
break;
// rematch
case 2:
SetupGame();
break;
// disconnected
case -3:
GameTransition.Instance.state = GameState.Menu;
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ClearGame();
break;
default: break;
}
}
}
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public void ResetGame(){
player1.ResetGame();
player2.ResetGame();
}
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public void ClearGame(){
player1.Clear();
player2.Clear();
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}
public void SetupGame(){
System.Action callback;
ClearGame();
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if (NetworkManager.inRoom){
var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID);
var p1 = players.ElementAt(0);
var p2 = players.ElementAt(1);
player1.authorityID = p1.ID;
player2.authorityID = p2.ID;
callback = StartMultiPlayer;
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} else {
player1.authorityID = -1;
player2.authorityID = -1;
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callback = StartSinglePlayer;
}
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player1.Setup();
player2.Setup();
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GameTransition.Instance.state = GameState.InGame;
StartCoroutine(StartGameTimer(3f, callback));
}
private IEnumerator StartGameTimer(float timer, System.Action callback){
readyActive = true;
var t = Time.time;
while(Time.time - t <= timer){
headerTextMesh.text = Mathf.CeilToInt(timer - (Time.time - t)).ToString();
yield return null;
}
headerTextMesh.text = Localization.GetString(startKey);
PlayerProperties.CreatePlayerHashtable();
callback();
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gameActive = true;
readyActive = false;
yield return new WaitForSeconds(2f);
headerTextMesh.text = "";
}
private IEnumerator EndGameTimer(float timer){
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gameActive = false;
gameSetActive = true;
headerTextMesh.text = Localization.GetString(gameSetKey);
yield return new WaitForSeconds(timer);
headerTextMesh.text = "";
gameSetActive = false;
GameTransition.Instance.state = GameState.Continue;
Rematch.Instance.Setup();
}
private void StartSinglePlayer(){
player1.StartGame();
player2.StartGame();
player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
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}
private void StartMultiPlayer(){
player1.StartGame();
player2.StartGame();
}
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public void ExitGame(bool force = false){
if (gameActive || force){
gameActive = false;
player1.Stop();
player2.Stop();
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ClearGame();
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if (NetworkManager.inRoom){
NetworkManager.net.OpLeaveRoom();
GameTransition.Instance.state = GameState.Multiplayer;
} else {
GameTransition.Instance.state = GameState.Menu;
}
}
}
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}