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