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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using Networking.Server;
  6. public abstract class GameMode : ScriptableObject
  7. {
  8. [SerializeField]
  9. [Tooltip("Scene to load which contains Gamemode UI")]
  10. private string GameModeScene;
  11. [SerializeField]
  12. [Tooltip("Round Times are acessed from the top down")]
  13. private List<float> RoundTimes;
  14. public Action GameStartEvent;
  15. public Action RoundStartEvent;
  16. public Action AllPlayersMovedEvent;
  17. public Action RoundEndEvent;
  18. public Action OnGameOverEvent;
  19. protected abstract void OnGameStart(PlayerData[] allPlayers);
  20. /// <summary>
  21. /// Called at the beginning of a new Round
  22. /// </summary>
  23. protected abstract void OnRoundStart(PlayerData[] allPlayers);
  24. /// <summary>
  25. /// Called for each player after they finished one move. Even if they didn't move!
  26. /// </summary>
  27. /// <param name="character">Character which moved</param>
  28. /// <param name="client">Client which controls character</param>
  29. /// <param name="currentBlock">Block which the character finished on</param>
  30. protected abstract void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock);
  31. /// <summary>
  32. /// Called once after every player has finished one move
  33. /// </summary>
  34. /// <param name="allCharacters">List of all player Info</param>
  35. protected abstract void OnAllPlayersFinishedMove(PlayerData[] allPlayers);
  36. public abstract bool isGameOver(PlayerData[] allPlayers);
  37. protected abstract void OnRoundEnd(PlayerData[] allPlayers);
  38. protected abstract void OnGameOver(PlayerData[] allPlayers);
  39. public float GetRoundTime()
  40. {
  41. float retVal = RoundTimes[0];
  42. if (RoundTimes.Count > 1)
  43. RoundTimes.RemoveAt(0);
  44. return RoundTimes[0];
  45. }
  46. public void GameStart(PlayerData[] allPlayers)
  47. {
  48. if (!String.IsNullOrEmpty(GameModeScene))
  49. UnityEngine.SceneManagement.SceneManager.LoadScene(GameModeScene,UnityEngine.SceneManagement.LoadSceneMode.Additive);
  50. for(int i = 0; i < allPlayers.Length; i++)
  51. {
  52. allPlayers[i].client.SceneScore = 0;
  53. }
  54. OnGameStart(allPlayers);
  55. }
  56. public void RoundStart(PlayerData[] allPlayers)
  57. {
  58. OnRoundStart(allPlayers);
  59. RoundStartEvent?.Invoke();
  60. }
  61. public void FinishedMove(PlayerData[] allPlayers)
  62. {
  63. foreach (PlayerData player in allPlayers)
  64. OnPlayerFinishedMove(player.character, player.client, player.character.CurrentBlock);
  65. OnAllPlayersFinishedMove(allPlayers);
  66. AllPlayersMovedEvent?.Invoke();
  67. }
  68. public void RoundEnd(PlayerData[] allPlayers)
  69. {
  70. OnRoundEnd(allPlayers);
  71. RoundEndEvent?.Invoke();
  72. }
  73. public void GameOver(PlayerData[] allPlayers)
  74. {
  75. OnGameOver(allPlayers);
  76. OnGameOverEvent?.Invoke();
  77. }
  78. }