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TabletopGameStateMachine.cs
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198 lines (167 loc) · 6.19 KB
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// Copyright (c) Meta Platforms, Inc. and affiliates.
using Meta.XR.Samples;
using System.Collections;
using UnityEngine;
namespace SpiritSling.TableTop
{
/// <summary>
/// State machine for the table top game
/// </summary>
[MetaCodeSample("SpiritSling")]
public class TabletopGameStateMachine : StateMachine
{
[Header("States")]
public SetupGameState setupGameState;
public NewRoundState newRoundState;
public NewTurnState newTurnState;
public MyTurnPhase1State phase1State;
public MyTurnPhase2State phase2State;
public MyTurnPhase3State phase3State;
public OtherPlayerTurnState otherPlayerTurnState;
public EndMyTurnState endMyTurnState;
public GameOverState gameOverState;
public WinState winState;
public ExitGameState exitState;
[Header("Other")]
[SerializeField]
private AudioClip newRoundClip;
public BaseTabletopPlayer Player { get; set; }
private State changingState;
private Coroutine changingStateRoutine;
private void Awake()
{
gameObject.SetActive(false);
}
private void OnDisable()
{
TabletopGameEvents.OnNextTurnCalled -= CheckForNewTurn;
TabletopGameEvents.OnRequestSkipPhase -= TrySkipPhase;
TabletopGameEvents.OnRequestQuitGame -= OnRequestQuitGame;
TabletopGameEvents.OnRequestLeaveToLobby -= OnRequestLeaveToLobby;
TabletopGameEvents.OnWin -= OnWin;
StateChanged -= OnStateChanged;
Clear();
Player = null;
}
private void OnEnable()
{
TabletopGameEvents.OnNextTurnCalled += CheckForNewTurn;
TabletopGameEvents.OnRequestSkipPhase += TrySkipPhase;
TabletopGameEvents.OnRequestQuitGame += OnRequestQuitGame;
TabletopGameEvents.OnRequestLeaveToLobby += OnRequestLeaveToLobby;
TabletopGameEvents.OnWin += OnWin;
StateChanged += OnStateChanged;
base.ChangeState(setupGameState);
}
public override void ChangeState(State newState)
{
if (newState != exitState)
{
if (Player.IsWinner)
{
if (newState != winState)
{
Log.Info($"Ignoring new state {newState}: player is winner");
newState = winState;
}
}
else if (Player.IsGameOver && newState != gameOverState)
{
Log.Info($"Ignoring new state {newState}: player is eliminated");
newState = gameOverState;
}
}
// This should almost never happen
// Except on few exceptional use case like the game over/victory
if (changingStateRoutine != null)
{
Log.Warning($"Interrupting changing state! {changingState} -> {newState}");
StopCoroutine(changingStateRoutine);
changingStateRoutine = null;
}
changingStateRoutine = StartCoroutine(WaitAnimationAndChangeState(newState));
}
private IEnumerator WaitAnimationAndChangeState(State newState)
{
var anyAnimation = true;
changingState = newState;
// Wait until all animations are over before changing game state
while (anyAnimation)
{
yield return null;
anyAnimation = IsAnyAnimationPlaying();
}
changingStateRoutine = null;
SetState(newState);
}
private void OnStateChanged(State prev, State current)
{
Log.Debug($"> Game: from {(prev ? prev.name : "none")} to {(current ? current.name : current)}");
#if UNITY_EDITOR
if (TabletopGameManager.Instance)
TabletopGameManager.Instance.gameObject.name = $"TableTop - {current.name}";
#endif
}
protected void CheckForNewTurn(byte nextPlayerIndex, bool forceNoNewRound)
{
var isNewRound = !forceNoNewRound && BaseTabletopPlayer.TabletopPlayers.Count > 0 && nextPlayerIndex == BaseTabletopPlayer.FirstPlayer.Index;
Log.Info($"New turn! Next player={nextPlayerIndex} New round={isNewRound}");
if (Player.IsGameOver == false && Player.Index == nextPlayerIndex)
{
// Local player turn!
ChangeState(isNewRound ? newRoundState : newTurnState);
}
if (isNewRound)
{
AudioManager.Instance.Play(newRoundClip, AudioMixerGroups.UI_Gameplay);
}
}
void OnRequestLeaveToLobby()
{
exitState.BackToLobby = true;
ChangeState(exitState);
}
void OnRequestQuitGame()
{
exitState.BackToLobby = false;
ChangeState(exitState);
}
private void OnWin(BaseTabletopPlayer winner)
{
if (Player == winner)
{
ChangeState(winState);
}
}
void TrySkipPhase()
{
if ((_currentState as TabletopGameState).AllowManualSkip)
{
(_currentState as TabletopGameState).ChangeToNextState();
}
}
public static bool IsAnyAnimationPlaying()
{
if (TabletopGameManager.Instance == null)
return false;
// use traditional for loop to avoid garbage generated by Any or foreach
var kodamas = TabletopGameManager.Instance.Kodamas;
for (var i = 0; i < kodamas.Count; i++)
{
if (kodamas[i].IsPlayingAnimation)
{
return true;
}
}
var slingshots = TabletopGameManager.Instance.Slingshots;
for (var i = 0; i < slingshots.Count; i++)
{
if (slingshots[i].IsPlayingAnimation)
{
return true;
}
}
return false;
}
}
}