timers for start and end game

continue screen probably working
This commit is contained in:
LadyEbony 2020-08-22 01:28:17 -07:00
parent 77c597498f
commit ea93620755
7 changed files with 365 additions and 209 deletions

View File

@ -159,7 +159,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
if (HighestStack(board) >= 13) { if (HighestStack(board) >= 13) {
delayState = DelayState.Loss; delayState = DelayState.Loss;
StartCoroutine(HandleLoss()); StartCoroutine(HandleLoss(3f));
// TODO - Do a bunch of networking silliness to end the game here // 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 // 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 // Wait three seconds before doing the crumble so they can watch in dismay
// at the piles of trash that killed them // 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 // First, crumble the board to be really cool
for(int x = 0; x < board.Count; ++x) { for(int x = 0; x < board.Count; ++x) {
var col = board[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 // Now, re-initialize the board, so those falling pieces are the last of our board
board = BoardStateExtension.Initialize(); board = BoardStateExtension.Initialize();
render.RebuildStack(board);
render.Render(board);
} }
#endregion #endregion
@ -635,7 +641,9 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
if (isMine) { if (isMine) {
//checkDirty(); //checkDirty();
render.RebuildStack(board);
GameLogic(); GameLogic();
render.RebuildStack(board);
if (Time.time >= nextNetworkTick && NetworkManager.inRoom){ if (Time.time >= nextNetworkTick && NetworkManager.inRoom){
UpdateNow(); UpdateNow();
@ -649,7 +657,8 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
// Seriously I can't believe this works this is dirty // Seriously I can't believe this works this is dirty
// It does make it render twice as fast, I have idea // 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.SetComboLevel(Combo);
render.SetScoreValue(score); render.SetScoreValue(score);
@ -670,7 +679,7 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
public void Setup(){ public void Setup(){
board = BoardStateExtension.Initialize(); board = BoardStateExtension.Initialize();
StopAllCoroutines(); // Murder all coroutines :'D StopAI();
// This is to reset the AI // This is to reset the AI
// Build the list of possible placements the AI may use // Build the list of possible placements the AI may use
@ -697,6 +706,15 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
active = true; active = true;
} }
public void Stop(){
StopAI();
active = false;
}
public void Clear(){
delayState = DelayState.None;
StartCoroutine(HandleLoss(0f));
}
public IEnumerable<TileInfo> Neighbors(int x, int y, BoardState bs) { public IEnumerable<TileInfo> Neighbors(int x, int y, BoardState bs) {
var self = bs.tile(x, y); var self = bs.tile(x, y);
@ -871,12 +889,20 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
StartAI(); StartAI();
} }
Coroutine aiThinkCoroutine;
public void StartAI(float thinkTime = 0.5f) { public void StartAI(float thinkTime = 0.5f) {
AIEnabled = true; AIEnabled = true;
AIMoveTime = thinkTime; AIMoveTime = thinkTime;
StartCoroutine(AIThink()); aiThinkCoroutine = StartCoroutine(AIThink());
} }
public void StopAI(){
AIEnabled = false;
if (aiThinkCoroutine != null) StopCoroutine(aiThinkCoroutine);
aiThinkCoroutine = null;
}
public bool AIEnabled = false; public bool AIEnabled = false;
public float AIMoveTime = 0.5f; public float AIMoveTime = 0.5f;
IEnumerator AIThink() { IEnumerator AIThink() {

View File

@ -3,12 +3,20 @@ using System.Collections.Generic;
using System.Linq; using System.Linq;
using UnityEngine; using UnityEngine;
using TMPro;
public class GameBoardInstance : MonoBehaviour { public class GameBoardInstance : MonoBehaviour {
public static GameBoardInstance instance { get; private set; } public static GameBoardInstance instance { get; private set; }
public GameBoard player1, player2; public GameBoard player1, player2;
[Header("Text")]
public TextMeshProUGUI headerTextMesh;
public string startKey;
public string gameSetKey;
[Header("Referneces")]
public GameObject tilePrefab; public GameObject tilePrefab;
public Sprite[] regular; public Sprite[] regular;
public Sprite[] lit; public Sprite[] lit;
@ -21,7 +29,64 @@ public class GameBoardInstance : MonoBehaviour {
instance = this; 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(){ public void SetupGame(){
System.Action callback;
player1.Clear();
player2.Clear();
if (NetworkManager.inRoom){ if (NetworkManager.inRoom){
var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID); var players = NetworkManager.net.CurrentRoom.Players.Values.OrderBy(p => p.ID);
@ -31,19 +96,57 @@ public class GameBoardInstance : MonoBehaviour {
player1.authorityID = p1.ID; player1.authorityID = p1.ID;
player2.authorityID = p2.ID; player2.authorityID = p2.ID;
player1.Setup(); callback = StartMultiPlayer;
player2.Setup();
} else { } else {
player1.authorityID = -1; player1.authorityID = -1;
player2.authorityID = -1; player2.authorityID = -1;
player1.Setup(); callback = StartSinglePlayer;
player2.Setup();
player2.StartAI(new[] { 0.5f, 0.2f, 0.1f, 0f }[AIDifficulty]);
} }
GameTransition.Instance.state = GameState.InGame; 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();
}
} }

View File

@ -95,11 +95,18 @@ public class GameBoardRender : MonoBehaviour {
for (var i = 0; i < state.Count; ++i) { for (var i = 0; i < state.Count; ++i) {
var root = basePoint.GetChild(i); var root = basePoint.GetChild(i);
var t = state[i]; var t = state[i];
RebuildStack(root, t);
DrawStack(root, t); DrawStack(root, t);
} }
} }
public void RebuildStack(BoardState state){
for (var i = 0; i < state.Count; ++i) {
var root = basePoint.GetChild(i);
var t = state[i];
RebuildStack(root, t);
}
}
public void RenderName(){ public void RenderName(){
if (NetworkManager.inRoom && board.authorityID != -1){ if (NetworkManager.inRoom && board.authorityID != -1){
var player = NetworkManager.net.CurrentRoom.GetPlayer(board.authorityID); var player = NetworkManager.net.CurrentRoom.GetPlayer(board.authorityID);

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@ -51,6 +51,20 @@ MonoBehaviour:
text: READY\nUP text: READY\nUP
- key: MULTIPLAYER_READYWAITING - key: MULTIPLAYER_READYWAITING
text: WAITING text: WAITING
- key: CONTINUE_CONTINUE
text: CONTINUE?
- key: CONTINUE_WAITING
text: WAITING...
- key: CONTINUE_REMATCH
text: REMATCH
- key: CONTINUE_RETURNTOLOBBY
text: RETURN TO LOBBY
- key: CONTINUE_LEAVEROOM
text: LEAVE ROOM
- key: GAME_START
text: START
- key: GAME_GAMESET
text: GAME SET
japaneseLocals: japaneseLocals:
- key: GAME_SCORE - key: GAME_SCORE
text: "\u30B9\u30B3\u30A2" text: "\u30B9\u30B3\u30A2"
@ -90,6 +104,20 @@ MonoBehaviour:
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- key: CONTINUE_WAITING
text:
- key: CONTINUE_REMATCH
text:
- key: CONTINUE_RETURNTOLOBBY
text:
- key: CONTINUE_LEAVEROOM
text:
- key: GAME_START
text:
- key: GAME_GAMESET
text:
spanishLocals: spanishLocals:
- key: GAME_SCORE - key: GAME_SCORE
text: text:
@ -129,3 +157,17 @@ MonoBehaviour:
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text:
- key: CONTINUE_RETURNTOLOBBY
text:
- key: CONTINUE_LEAVEROOM
text:
- key: GAME_START
text:
- key: GAME_GAMESET
text:

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