From ea93620755b0282085761afe8c767d3ed6f1aeab Mon Sep 17 00:00:00 2001 From: LadyEbony Date: Sat, 22 Aug 2020 01:28:17 -0700 Subject: [PATCH] timers for start and end game continue screen probably working --- Assets/RealCode/GameBoard.cs | 38 +++- Assets/RealCode/GameBoardInstance.cs | 117 +++++++++- Assets/RealCode/GameBoardRender.cs | 9 +- Assets/RealCode/Menu/Canvas.prefab | 156 +++++++++++++ Assets/Resources/Localization.asset | 42 ++++ .../Board Render/BoardRender Menu.unity | 1 + Assets/Scenes/Board Render/BoardRender.unity | 211 ++---------------- 7 files changed, 365 insertions(+), 209 deletions(-) diff --git a/Assets/RealCode/GameBoard.cs b/Assets/RealCode/GameBoard.cs index 98f893a..4811ec2 100644 --- a/Assets/RealCode/GameBoard.cs +++ b/Assets/RealCode/GameBoard.cs @@ -159,7 +159,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { if (HighestStack(board) >= 13) { delayState = DelayState.Loss; - StartCoroutine(HandleLoss()); + StartCoroutine(HandleLoss(3f)); // TODO - Do a bunch of networking silliness to end the game here } @@ -177,10 +177,14 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { } // Draw the big collapse of pieces after a few seconds - IEnumerator HandleLoss() { + IEnumerator HandleLoss(float timer) { + if (board == null) yield break; + // Wait three seconds before doing the crumble so they can watch in dismay // at the piles of trash that killed them - yield return new WaitForSeconds(3f); + active = false; + + yield return new WaitForSeconds(timer); // First, crumble the board to be really cool for(int x = 0; x < board.Count; ++x) { var col = board[x]; @@ -191,6 +195,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { // Now, re-initialize the board, so those falling pieces are the last of our board board = BoardStateExtension.Initialize(); + render.RebuildStack(board); + render.Render(board); } #endregion @@ -635,7 +641,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { if (isMine) { //checkDirty(); + render.RebuildStack(board); GameLogic(); + render.RebuildStack(board); if (Time.time >= nextNetworkTick && NetworkManager.inRoom){ UpdateNow(); @@ -649,7 +657,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { // Seriously I can't believe this works this is dirty // It does make it render twice as fast, I have idea - render.Render(board); + // i fix by doing two rebuild stacks >:) + // render.Render(board); render.SetComboLevel(Combo); render.SetScoreValue(score); @@ -670,7 +679,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { public void Setup(){ board = BoardStateExtension.Initialize(); - StopAllCoroutines(); // Murder all coroutines :'D + StopAI(); // This is to reset the AI // Build the list of possible placements the AI may use @@ -697,6 +706,15 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { active = true; } + public void Stop(){ + StopAI(); + active = false; + } + + public void Clear(){ + delayState = DelayState.None; + StartCoroutine(HandleLoss(0f)); + } public IEnumerable Neighbors(int x, int y, BoardState bs) { var self = bs.tile(x, y); @@ -871,12 +889,20 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize { StartAI(); } + Coroutine aiThinkCoroutine; + public void StartAI(float thinkTime = 0.5f) { AIEnabled = true; AIMoveTime = thinkTime; - StartCoroutine(AIThink()); + aiThinkCoroutine = StartCoroutine(AIThink()); } + public void StopAI(){ + AIEnabled = false; + if (aiThinkCoroutine != null) StopCoroutine(aiThinkCoroutine); + aiThinkCoroutine = null; + } + public bool AIEnabled = false; public float AIMoveTime = 0.5f; IEnumerator AIThink() { diff --git a/Assets/RealCode/GameBoardInstance.cs b/Assets/RealCode/GameBoardInstance.cs index 4433c36..5721ecf 100644 --- a/Assets/RealCode/GameBoardInstance.cs +++ b/Assets/RealCode/GameBoardInstance.cs @@ -3,12 +3,20 @@ using System.Collections.Generic; using System.Linq; using UnityEngine; +using TMPro; + public class GameBoardInstance : MonoBehaviour { public static GameBoardInstance instance { get; private set; } public GameBoard player1, player2; + [Header("Text")] + public TextMeshProUGUI headerTextMesh; + public string startKey; + public string gameSetKey; + + [Header("Referneces")] public GameObject tilePrefab; public Sprite[] regular; public Sprite[] lit; @@ -21,7 +29,64 @@ public class GameBoardInstance : MonoBehaviour { instance = this; } + private void Update() { + var state = GameTransition.Instance.state; + if (state == GameState.InGame && !endGameCoroutine){ + 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(); + + if (PlayerProperties.playerResponse.GetLocal() == 2){ + response = 2; + } + } else { + response = PlayerProperties.playerResponse.GetLocal(); + } + + switch(response){ + case 0: + SetupGame(); + break; + case 1: + case -2: + GameTransition.Instance.state = GameState.Lobby; + player1.Clear(); + player2.Clear(); + break; + case 2: + if (NetworkManager.inRoom){ + NetworkManager.net.OpLeaveRoom(); + GameTransition.Instance.state = GameState.Multiplayer; + } else { + GameTransition.Instance.state = GameState.Menu; + } + player1.Clear(); + player2.Clear(); + break; + case -3: + GameTransition.Instance.state = GameState.Menu; + player1.Clear(); + player2.Clear(); + break; + default: break; + } + } + } + public void SetupGame(){ + System.Action callback; + + player1.Clear(); + player2.Clear(); if (NetworkManager.inRoom){ var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID); @@ -31,19 +96,57 @@ public class GameBoardInstance : MonoBehaviour { player1.authorityID = p1.ID; player2.authorityID = p2.ID; - player1.Setup(); - player2.Setup(); + callback = StartMultiPlayer; } else { player1.authorityID = -1; player2.authorityID = -1; - player1.Setup(); - player2.Setup(); - - player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]); + callback = StartSinglePlayer; } GameTransition.Instance.state = GameState.InGame; + StartCoroutine(StartGameTimer(3f, callback)); } - + + private IEnumerator StartGameTimer(float timer, System.Action callback){ + 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(); + + yield return new WaitForSeconds(2f); + headerTextMesh.text = ""; + } + + private bool endGameCoroutine; + + private IEnumerator EndGameTimer(float timer){ + endGameCoroutine = true; + + headerTextMesh.text = Localization.GetString(gameSetKey); + yield return new WaitForSeconds(timer); + headerTextMesh.text = ""; + + GameTransition.Instance.state = GameState.Continue; + Rematch.Instance.Setup(); + + endGameCoroutine = false; + } + + private void StartSinglePlayer(){ + player1.Setup(); + player2.Setup(); + player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]); + } + + private void StartMultiPlayer(){ + player1.Setup(); + player2.Setup(); + } + } diff --git a/Assets/RealCode/GameBoardRender.cs b/Assets/RealCode/GameBoardRender.cs index 972a9e0..7926d9a 100644 --- a/Assets/RealCode/GameBoardRender.cs +++ b/Assets/RealCode/GameBoardRender.cs @@ -95,11 +95,18 @@ public class GameBoardRender : MonoBehaviour { for (var i = 0; i < state.Count; ++i) { var root = basePoint.GetChild(i); var t = state[i]; - 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