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LevelManager.cs
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350 lines (282 loc) · 11 KB
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
public partial class LevelManager : MonoBehaviour
{
//static variables
private static LevelManager instance;
public static bool exists { get { return instance != null; } }
public static Dictionary<CharacterState.Faction, List<ICharacterTarget>> allTargetCharacters = new Dictionary<CharacterState.Faction, List<ICharacterTarget>>();
public static List<Character> playerCharacters = new List<Character>();
public delegate void TransitionHandler(float progress);
public static event TransitionHandler OnTransition;
public static float transitionProgress { get; private set; }
public MultiplayerBufferZone MBZ;
public static CharacterState.Faction PlayerFaction { get { return instance.playerFaction; } set { instance.playerFaction = value; } }
public static float RoundLength { get { return instance.roundLength; } }
public static float TransitionLength { get { return instance.transitionLength; } }
public CharacterState.Faction playerFaction;
public float roundLength;
public float transitionLength;
private static bool noRepetitionPlease,noRepetitionPlease2;
//commit turn variables
public float commitTurnHoldTime;
private float commitProgress;
private float commitTimer;
private Coroutine turnRoutine;
//=== INITIALIZATION ===
private void ResetStatics()
{
ObjectSelection.Reset();
transitionProgress = 0;
allTargetCharacters.Clear();
playerCharacters.Clear();
}
public static void Initialize(List<CharacterState> selectedCharacters) { instance.InitializeLevel(selectedCharacters); }
private void InitializeLevel(List<CharacterState> selectedCharacters)
{
allTargetCharacters.Clear();
allTargetCharacters.Add(CharacterState.Faction.Player, new List<ICharacterTarget>());
allTargetCharacters.Add(CharacterState.Faction.Neutral, new List<ICharacterTarget>());
allTargetCharacters.Add(CharacterState.Faction.Enemy, new List<ICharacterTarget>());
OnStateChange = null;
GameManager.QueueSceneReset(gameObject.scene, typeof(ObjectSelection), () =>
{
ResetStatics();
Time.timeScale = 1;
});
Databases.PreLoadDatabases();
InputActions.LoadActions();
playerCharacters.Clear();
SpawnPoint.SpawnCharacters(selectedCharacters);
FogOfWar.Initialize();
StartCoroutine(InitializeCoverPositions());
InputManager.SelectSoldier(PlayerCharacterByIndex(0));
CameraMovement.FocusTarget(true);
ChangeState(States.Planning);
if (OnTransition != null) OnTransition(1);
}
//=== PLAYER CHARACTERS ===
public static Character PlayerCharacterByIndex(int index)
{
index = Mathf.Clamp(index, 0, playerCharacters.Count - 1);
return playerCharacters[index];
}
public static Character CharacterByCharacterState(CharacterState characterState)
{
Character character = playerCharacters.Find(x => x.state == characterState);
if (character == null) return null;
return character;
}
public static int IndexByPlayerCharacter(CharacterState characterState) { return IndexByPlayerCharacter(CharacterByCharacterState(characterState)); }
public static int IndexByPlayerCharacter(Character character)
{
if (!playerCharacters.Contains(character)) return -1;
return playerCharacters.IndexOf(character);
}
public static Character GetNextCharacter()
{
int index = IndexByPlayerCharacter(ObjectSelection.parentCharacter) + 1;
if (index == playerCharacters.Count) index = 0;
return playerCharacters[index];
}
//=== COVER POSITIONS ===
private static List<CoverPosition> coverPositions;
private const int coversToProcessPerFrame = 15;
public static IEnumerator InitializeCoverPositions()
{
Debug.Log("Initialize cover positions");
coverPositions = new List<CoverPosition>(GameObject.FindObjectsOfType<CoverPosition>());
yield return null;
for (int i = 0; i < coverPositions.Count; i++)
{
CoverPosition coverPosition = coverPositions[i];
coverPosition.Initialize();
if ((i + 1) % coversToProcessPerFrame == 0) yield return null;
}
coverPositions.RemoveAll(x => !x.validPosition);
//HACK - remove the loading scene
Scene loading = SceneManager.GetSceneByName("Loading");
if (loading.isLoaded) SceneManager.UnloadSceneAsync(loading);
LevelAudio.Trigger(LevelAudio.Triggers.Level_Loaded);
}
public static void GetNearbyCoverPositions(ref List<CoverPosition> positions, Vector3 position, float maxDistance, Character c)
{
positions.Clear();
UnityEngine.AI.NavMeshPath path = new UnityEngine.AI.NavMeshPath();
foreach (CoverPosition coverPos in coverPositions)
{
if (coverPos.gameObject.activeInHierarchy &&
(coverPos.transform.position - position).magnitude < maxDistance &&
(coverPos.reservedBy == null || coverPos.reservedBy == c) &&
(coverPos.occupiedBy == null || coverPos.occupiedBy == c))
{
UnityEngine.AI.NavMesh.CalculatePath(c.GetModule<CharacterAspect>().basePosition, coverPos.transform.position, UnityEngine.AI.NavMesh.AllAreas, path);
if (path.status == UnityEngine.AI.NavMeshPathStatus.PathComplete)
{
positions.Add(coverPos);
}
}
}
}
//=== UPDATE FUNCTIONS ===
void Update()
{
string lycamobile="";
if (PhotonNetwork.isMasterClient) lycamobile = "Master";
if (PhotonNetwork.isClient) lycamobile = "Client";
PhotonNetwork.RaiseEvent(0, lycamobile, true, null);
}
void LateUpdate()
{
if(MultiplayerBufferZone.playersReady>0)
Debug.LogError("PlayerReady: " + MultiplayerBufferZone.playerReady +" OppReady: "+MultiplayerBufferZone.opponentReady + " PlayersReady: "+MultiplayerBufferZone.playersReady);
if (Time.time > commitTimer + 1)
{
commitProgress = 0;
}
CommitTurnIndicator.SetFill(commitProgress);
if (MultiplayerBufferZone.playersReady==2)
{
// StartCoroutine(MPCommitTurnRoutine());
if (PhotonNetwork.isClient) MBZ.ClientSend();
if (PhotonNetwork.isMasterClient) MBZ.MasterSend();
MultiplayerBufferZone.playersReady++;
Debug.LogError("playersReady==2 ++ preparing send");
}
else if (MultiplayerBufferZone.playersReady == 3)
{
StartCoroutine(MPExecuteTurnRoutine());
MultiplayerBufferZone.playersReady = 0;
Debug.LogError("playersReady reset");
}
else if (!MultiplayerBufferZone.opponentReady&&!MultiplayerBufferZone.playerReady)
{
Reset();
}
else if (MultiplayerBufferZone.playerReady)
{
//StartCoroutine(MPUpdateRoutine());
//master can't send events for some reason
if (PhotonNetwork.isClient) PhotonNetwork.RaiseEvent(0, true, true, null);
MultiplayerBufferZone.playersReady++;
Debug.LogError("playerReady ++");
Wait();
MultiplayerBufferZone.playerReady = false;
}
else if (MultiplayerBufferZone.opponentReady)
{
//the event code 0 from the MultiplayerBufferZone already adds playersready, this is kinda emulating it
if(!noRepetitionPlease2&&PhotonNetwork.isClient){
Debug.LogError("0: Emulating ready signal");
MultiplayerBufferZone.playersReady++;
}
Ready();
MultiplayerBufferZone.opponentReady = false;
noRepetitionPlease2 = true;
}
}
// private IEnumerator MPCommitTurnRoutine()
// {
// if (PhotonNetwork.isClient) MBZ.ClientSend();
// if (PhotonNetwork.isMasterClient) MBZ.MasterSend();
// MultiplayerBufferZone.playersReady++;
// yield return null;
// }
private IEnumerator MPExecuteTurnRoutine()
{
yield return CommitTurnRoutine();
noRepetitionPlease = false;
noRepetitionPlease2 = false;
MultiplayerBufferZone.playerReady = false;
MultiplayerBufferZone.opponentReady = false;
}
//=== COMMIT TURN ===
public static void CommitTurnHold()
{
if (instance.turnRoutine != null)
{
return;
}
instance.commitTimer = Time.time;
instance.commitProgress += 1 / instance.commitTurnHoldTime * Time.unscaledDeltaTime;
if (instance.commitProgress >= 1 && !noRepetitionPlease)
{
//debugging
Debug.LogError("I am ready");
MultiplayerBufferZone.playerReady = true;
noRepetitionPlease = true;
}
}
public static void CommitTurn() { instance.turnRoutine = instance.StartCoroutine(instance.CommitTurnRoutine()); }
private IEnumerator CommitTurnRoutine()
{
//fade to execution phase
LevelAudio.Trigger(LevelAudio.Triggers.Level_PhaseExecution);
StartCoroutine(TransitionEventRoutine(false));
yield return TimeManager.FadeTimeRoutine(0, transitionLength * .5f);
yield return ChangeStateRoutine(States.Executing);
yield return TimeManager.FadeTimeRoutine(1, transitionLength * .5f);
//wait for turn to run
yield return new WaitForSeconds(roundLength - transitionLength);
//phase back to planning phase
LevelAudio.Trigger(LevelAudio.Triggers.Level_PhasePlanning);
StartCoroutine(TransitionEventRoutine(true));
yield return TimeManager.FadeTimeRoutine(0, transitionLength * .5f);
yield return ChangeStateRoutine(States.Planning);
yield return TimeManager.FadeTimeRoutine(1, transitionLength * .5f);
//end routine
turnRoutine = null;
}
private IEnumerator TransitionEventRoutine(bool active)
{
float startTime = Time.unscaledTime;
float endTime = startTime + transitionLength * .5f;
float progress = 0;
do
{
progress = Mathf.InverseLerp(startTime, endTime, Time.unscaledTime);
transitionProgress = active ? progress : 1 - progress;
if (OnTransition != null) OnTransition(transitionProgress);
yield return null;
}
while (progress < 1);
}
//=== GAME OVER CHECK ===
public static void CheckGameOver()
{
bool gameOver = true;
for (int i = 0; i < allTargetCharacters[PlayerFaction].Count; i++)
{
if (allTargetCharacters[PlayerFaction][i].aspect.ch.isOperational) gameOver = false;
}
if (gameOver)
{
Lose();
}
}
public static void Lose()
{
ChangeState(States.LevelEnded);
EndLevelBox.ShowBox(false);
LevelAudio.Trigger (LevelAudio.Triggers.Level_Lost);
}
public static void Win()
{
ChangeState(States.LevelEnded);
EndLevelBox.ShowBox(true);
LevelAudio.Trigger (LevelAudio.Triggers.Level_Won);
}
public void Ready()
{
//ChangeState(States.);
waitingText.gameObject.SetActive(true);
LevelAudio.Trigger(LevelAudio.Triggers.Level_Lost);
}
public void Reset()
{
//ChangeState(States.);
}
}