mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 15:57:59 +01:00
255 lines
7.6 KiB
C#
255 lines
7.6 KiB
C#
using Fie.Camera;
|
|
using Fie.Core;
|
|
using Fie.Object;
|
|
using Fie.Scene;
|
|
using Fie.User;
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace Fie.Manager
|
|
{
|
|
[FieManagerExists(FieManagerExistSceneFlag.ANYTIME_DESTROY)]
|
|
public class FieInGameStateManager : FieManagerBehaviour<FieInGameStateManager>
|
|
{
|
|
public enum FieInGameState
|
|
{
|
|
STATE_IS_INITIALIZING,
|
|
STATE_IS_RETRYING,
|
|
STATE_NOW_ON_GAME,
|
|
STATE_CUTSCENE,
|
|
STATE_GAMEOVER,
|
|
STATE_ON_QUIT
|
|
}
|
|
|
|
public delegate void FieInGameStateChangedCallback();
|
|
|
|
public FieInGameState _gameState;
|
|
|
|
public Coroutine _checkingGameOverCoroutine;
|
|
|
|
private bool _isBooted;
|
|
|
|
private int _gameOverCount;
|
|
|
|
public bool isBootComplete => _isBooted;
|
|
|
|
public event FieInGameStateChangedCallback GameOverEvent;
|
|
|
|
public event FieInGameStateChangedCallback RetryEvent;
|
|
|
|
public event FieInGameStateChangedCallback RetryFinishedEvent;
|
|
|
|
private IEnumerator InGameBootTask()
|
|
{
|
|
_isBooted = false;
|
|
FiePlayerSpawnPoint[] array = UnityEngine.Object.FindObjectsOfType<FiePlayerSpawnPoint>();
|
|
Dictionary<int, Vector3> dictionary = new Dictionary<int, Vector3>();
|
|
if (array != null && array.Length > 0)
|
|
{
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
dictionary[array[i].spawnPointNumber] = array[i].transform.position;
|
|
}
|
|
}
|
|
if (!FieBootstrap.isBootedFromBootStrap)
|
|
{
|
|
FieManagerBehaviour<FieInputManager>.I.StartUp();
|
|
FieManagerBehaviour<FieAudioManager>.I.StartUp();
|
|
FieManagerBehaviour<FieUserManager>.I.StartUp();
|
|
FieManagerBehaviour<FieVibrationManager>.I.StartUp();
|
|
int num = 0;
|
|
FieUser[] allUserData = FieManagerBehaviour<FieUserManager>.I.getAllUserData();
|
|
foreach (FieUser fieUser in allUserData)
|
|
{
|
|
FieGameCharacter fieGameCharacter = null;
|
|
if (fieUser != null)
|
|
{
|
|
Vector3 position = (!dictionary.ContainsKey(num)) ? Vector3.zero : dictionary[num];
|
|
if (fieUser.usersCharacter != null)
|
|
{
|
|
fieGameCharacter = fieUser.usersCharacter;
|
|
fieGameCharacter.transform.position = position;
|
|
fieGameCharacter.transform.rotation = Quaternion.LookRotation(Vector3.forward);
|
|
}
|
|
else
|
|
{
|
|
if (FieBootstrap.isBootedFromBootStrap)
|
|
{
|
|
Debug.LogError("An users character prefab was missed! please check the class : " + fieUser.usersCharacterPrefab.GetType());
|
|
continue;
|
|
}
|
|
if (fieUser.usersCharacter == null && fieUser.usersCharacterPrefab != null)
|
|
{
|
|
string empty = string.Empty;
|
|
FiePrefabInfo fiePrefabInfo = (FiePrefabInfo)Attribute.GetCustomAttribute(fieUser.usersCharacterPrefab.GetType(), typeof(FiePrefabInfo));
|
|
if (fiePrefabInfo == null)
|
|
{
|
|
Debug.LogError("The debug character prefab dose not have FiePrefabInfo attribute! Please check the class : " + fieUser.usersCharacterPrefab.GetType());
|
|
continue;
|
|
}
|
|
string path = fiePrefabInfo.path;
|
|
if (path == string.Empty)
|
|
{
|
|
Debug.LogError("A prefab path was not found! Please check the class : " + fieUser.usersCharacterPrefab.GetType());
|
|
continue;
|
|
}
|
|
GameObject gameObject = PhotonNetwork.Instantiate(path, position, Quaternion.LookRotation(Vector3.forward), 0);
|
|
fieGameCharacter = (fieUser.usersCharacter = gameObject.GetComponent<FieGameCharacter>());
|
|
}
|
|
}
|
|
if (fieGameCharacter != null)
|
|
{
|
|
if (!FieBootstrap.isBootedFromBootStrap)
|
|
{
|
|
fieGameCharacter.InitializeIntelligenceSystem();
|
|
}
|
|
if (PhotonNetwork.offlineMode && fieUser.usersCharacter.intelligenceType == FieGameCharacter.IntelligenceType.Controllable)
|
|
{
|
|
fieGameCharacter.SetOwnerUser(fieUser);
|
|
}
|
|
else if (fieGameCharacter.photonView.ownerId == PhotonNetwork.player.ID)
|
|
{
|
|
fieGameCharacter.SetOwnerUser(fieUser);
|
|
}
|
|
FieManagerBehaviour<FieInGameCharacterStatusManager>.I.AssignCharacter(FieInGameCharacterStatusManager.ForcesTag.PLAYER, fieGameCharacter);
|
|
}
|
|
num++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int num2 = 0;
|
|
List<FieGameCharacter> allPlayerCharacters = FieManagerBehaviour<FieUserManager>.I.GetAllPlayerCharacters<FieGameCharacter>();
|
|
foreach (FieGameCharacter item in allPlayerCharacters)
|
|
{
|
|
if (item.forces == FieEmittableObjectBase.EmitObjectTag.PLAYER)
|
|
{
|
|
Vector3 vector2 = item.position = ((!dictionary.ContainsKey(num2)) ? Vector3.zero : dictionary[num2]);
|
|
FieManagerBehaviour<FieInGameCharacterStatusManager>.I.AssignCharacter(FieInGameCharacterStatusManager.ForcesTag.PLAYER, item);
|
|
num2++;
|
|
}
|
|
}
|
|
}
|
|
FieManagerBehaviour<FieGameCameraManager>.I.StartUp();
|
|
FieManagerBehaviour<FieGameCameraManager>.I.gameCamera.SetCameraTask<FieGameCameraTaskStop>();
|
|
FieManagerBehaviour<FieGUIManager>.I.StartUp();
|
|
_isBooted = true;
|
|
_gameState = FieInGameState.STATE_NOW_ON_GAME;
|
|
yield break;
|
|
}
|
|
|
|
private IEnumerator RetryTask()
|
|
{
|
|
yield return (object)new WaitForSeconds(0.1f);
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
|
|
private void GameOverCallback()
|
|
{
|
|
FieManagerBehaviour<FieInputManager>.I.isEnableControll = false;
|
|
}
|
|
|
|
protected override void StartUpEntity()
|
|
{
|
|
_gameState = FieInGameState.STATE_IS_INITIALIZING;
|
|
StartCoroutine(InGameBootTask());
|
|
if (_checkingGameOverCoroutine != null)
|
|
{
|
|
StopCoroutine(_checkingGameOverCoroutine);
|
|
}
|
|
_checkingGameOverCoroutine = StartCoroutine(CheckingGameOverTask());
|
|
}
|
|
|
|
private IEnumerator CheckingGameOverTask()
|
|
{
|
|
if (_gameState == FieInGameState.STATE_NOW_ON_GAME)
|
|
{
|
|
if (FieManagerBehaviour<FieInGameCharacterStatusManager>.I.isAllPlayerDied())
|
|
{
|
|
_gameOverCount = Mathf.Clamp(_gameOverCount + 1, 1, 5);
|
|
}
|
|
if (_gameOverCount > 3)
|
|
{
|
|
SetGameState(FieInGameState.STATE_GAMEOVER);
|
|
}
|
|
yield return (object)new WaitForSeconds(1f);
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
yield return (object)null;
|
|
/*Error: Unable to find new state assignment for yield return*/;
|
|
}
|
|
|
|
public void SetGameState(FieInGameState state)
|
|
{
|
|
if (state != _gameState)
|
|
{
|
|
switch (state)
|
|
{
|
|
case FieInGameState.STATE_GAMEOVER:
|
|
FieManagerBehaviour<FieNetworkManager>.I.SendGameOverEvent();
|
|
if (_checkingGameOverCoroutine != null)
|
|
{
|
|
StopCoroutine(_checkingGameOverCoroutine);
|
|
}
|
|
if (this.GameOverEvent != null)
|
|
{
|
|
this.GameOverEvent();
|
|
}
|
|
break;
|
|
case FieInGameState.STATE_IS_RETRYING:
|
|
FieManagerBehaviour<FieNetworkManager>.I.SendRetryEvent();
|
|
StartCoroutine(RetryTask());
|
|
break;
|
|
case FieInGameState.STATE_ON_QUIT:
|
|
FieManagerBehaviour<FieNetworkManager>.I.SendGameQuitEvent();
|
|
QuitGame();
|
|
break;
|
|
}
|
|
_gameState = state;
|
|
}
|
|
}
|
|
|
|
private void QuitGame()
|
|
{
|
|
FieManagerBehaviour<FieSceneManager>.I.LoadScene(new FieSceneResult(), allowSceneActivation: true, FieFaderManager.FadeType.OUT_TO_WHITE, 1f);
|
|
FieManagerBehaviour<FieAudioManager>.I.ChangeMixerVolume(0f, 0.5f, FieAudioManager.FieAudioMixerType.BGM, FieAudioManager.FieAudioMixerType.Voice, FieAudioManager.FieAudioMixerType.SE);
|
|
if (_checkingGameOverCoroutine != null)
|
|
{
|
|
StopCoroutine(_checkingGameOverCoroutine);
|
|
}
|
|
}
|
|
|
|
public void SetGameOver()
|
|
{
|
|
if (this.GameOverEvent != null)
|
|
{
|
|
this.GameOverEvent();
|
|
}
|
|
}
|
|
|
|
internal void SetRetry()
|
|
{
|
|
if (_checkingGameOverCoroutine != null)
|
|
{
|
|
StopCoroutine(_checkingGameOverCoroutine);
|
|
}
|
|
StartCoroutine(RetryTask());
|
|
}
|
|
|
|
internal void SetQuit()
|
|
{
|
|
QuitGame();
|
|
}
|
|
|
|
private void OnDestroy()
|
|
{
|
|
if (_checkingGameOverCoroutine != null)
|
|
{
|
|
StopCoroutine(_checkingGameOverCoroutine);
|
|
}
|
|
}
|
|
}
|
|
}
|