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188 lines
5.5 KiB

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Server;
public abstract class GameMode : ScriptableObject
{
[SerializeField]
[Tooltip("Scene to load which contains Gamemode UI")]
private string GameModeScene;
[SerializeField]
[Tooltip("Round Times are acessed from the top down")]
private List<float> RoundTimes;
public Action GameStartEvent;
public Action InputStartEvent;
public Action RoundStartEvent;
public Action AllPlayersMovedEvent;
public Action RoundEndEvent;
public Action OnGameOverEvent;
private List<float> gameTimes;
/// <summary>
/// Called once before any players have spawned
/// </summary>
protected virtual void OnPreGameStart() { }
/// <summary>
/// Called once after players have spawned
/// </summary>
/// <param name="allPlayers">All players in game</param>
protected virtual void OnGameStart(PlayerData[] allPlayers) { }
/// <summary>
/// Called every time players are moved to the input scene
/// </summary>
/// <param name="allPlayers">All players in game</param>
protected virtual void OnInputStart(PlayerData[] allPlayers) { }
/// <summary>
/// Called for each player when we recieve their input
/// </summary>
/// <param name="player">Player who's input we recieved</param>
protected virtual void OnRecievedPlayerInput(PlayerData player) { }
/// <summary>
/// Called after we have recieved all player input
/// </summary>
/// <param name="allPlayers">All players in game</param>
protected virtual void OnInputEnd(PlayerData[] allPlayers) { }
/// <summary>
/// Called at the beginning of a new Round
/// </summary>
protected virtual void OnRoundStart(PlayerData[] allPlayers) { }
/// <summary>
/// Called for each player after they finished one move. Even if they didn't move!
/// </summary>
/// <param name="character">Character which moved</param>
/// <param name="client">Client which controls character</param>
/// <param name="currentBlock">Block which the character finished on</param>
protected virtual void OnPlayerMoved(Character character, ClientData client, Block currentBlock) { }
protected virtual void OnPlayerKilled(Character character, ClientData client) { }
/// <summary>
/// Called once after every player has finished one move
/// </summary>
/// <param name="allCharacters">List of all player Info</param>
protected virtual void OnAllPlayersMoved(PlayerData[] allPlayers) { }
/// <summary>
/// Called after all environmentblocks have taken their turn
/// </summary>
/// <param name="allPlayers">All players in scene</param>
protected virtual void OnEnvironmentTurn(PlayerData[] allPlayers) { }
/// <summary>
/// Called after one round has finished
/// </summary>
/// <param name="allPlayers">all players in game</param>
protected virtual void OnRoundEnd(PlayerData[] allPlayers) { }
/// <summary>
/// Called once at end of game
/// </summary>
/// <param name="allPlayers">All players in game</param>
protected virtual void OnGameOver(PlayerData[] allPlayers) { }
/// <summary>
/// Called to check if victory condition has been met
/// </summary>
/// <param name="allPlayers">All players in game</param>
/// <returns>returns true if victory condition has been met</returns>
public abstract bool isGameOver(PlayerData[] allPlayers);
public float GetRoundTime()
{
float retVal = gameTimes[0];
if (gameTimes.Count > 1)
gameTimes.RemoveAt(0);
return retVal;
}
#region Public functions
public void PreGameStart()
{
OnPreGameStart();
}
public void GameStart(PlayerData[] allPlayers)
{
gameTimes = new List<float>(RoundTimes);
if (!String.IsNullOrEmpty(GameModeScene))
UnityEngine.SceneManagement.SceneManager.LoadScene(GameModeScene, UnityEngine.SceneManagement.LoadSceneMode.Additive);
for (int i = 0; i < allPlayers.Length; i++)
{
allPlayers[i].client.Lives = 3;
}
OnGameStart(allPlayers);
GameStartEvent?.Invoke();
}
public void InputStart(PlayerData[] AllPlayers)
{
OnInputStart(AllPlayers);
InputStartEvent?.Invoke();
}
public void RecievedPlayerInput(PlayerData player)
{
OnRecievedPlayerInput(player);
}
public void InputEnd(PlayerData[] AllPlayers)
{
}
public abstract PlayerData[] getPlayerOrder(PlayerData[] AllPlayers);
public void RoundStart(PlayerData[] allPlayers)
{
OnRoundStart(allPlayers);
RoundStartEvent?.Invoke();
}
public void PlayerMoved(PlayerData player)
{
OnPlayerMoved(player.character, player.client, player.character.CurrentBlock);
}
public void PlayerKilled(PlayerData player)
{
OnPlayerKilled(player.character, player.client);
}
public void AllPlayersMoved(PlayerData[] allPlayers)
{
OnAllPlayersMoved(allPlayers);
AllPlayersMovedEvent?.Invoke();
}
public void EnvironmentTurn(PlayerData[] allPlayers)
{
OnEnvironmentTurn(allPlayers);
}
public void RoundEnd(PlayerData[] allPlayers)
{
OnRoundEnd(allPlayers);
RoundEndEvent?.Invoke();
}
public void GameEnd(PlayerData[] allPlayers)
{
OnGameOver(allPlayers);
OnGameOverEvent?.Invoke();
}
#endregion Public Functions
}