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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. public Action RoundStartEvent;
  12. public Action AllPlayersMovedEvent;
  13. public Action RoundEndEvent;
  14. public Action OnGameOverEvent;
  15. protected abstract void OnGameStart(PlayerData[] allPlayers);
  16. /// <summary>
  17. /// Called at the beginning of a new Round
  18. /// </summary>
  19. protected abstract void OnRoundStart(PlayerData[] allPlayers);
  20. /// <summary>
  21. /// Called for each player after they finished one move. Even if they didn't move!
  22. /// </summary>
  23. /// <param name="character">Character which moved</param>
  24. /// <param name="client">Client which controls character</param>
  25. /// <param name="currentBlock">Block which the character finished on</param>
  26. protected abstract void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock);
  27. /// <summary>
  28. /// Called once after every player has finished one move
  29. /// </summary>
  30. /// <param name="allCharacters">List of all player Info</param>
  31. protected abstract void OnAllPlayersFinishedMove(PlayerData[] allPlayers);
  32. public abstract bool isGameOver(PlayerData[] allPlayers);
  33. protected abstract void OnRoundEnd(PlayerData[] allPlayers);
  34. protected abstract void OnGameOver(PlayerData[] allPlayers);
  35. public void GameStart(PlayerData[] allPlayers)
  36. {
  37. if (!String.IsNullOrEmpty(GameModeScene))
  38. UnityEngine.SceneManagement.SceneManager.LoadScene(GameModeScene,UnityEngine.SceneManagement.LoadSceneMode.Additive);
  39. for(int i = 0; i < allPlayers.Length; i++)
  40. {
  41. allPlayers[i].client.SceneScore = 0;
  42. }
  43. OnGameStart(allPlayers);
  44. }
  45. public void RoundStart(PlayerData[] allPlayers)
  46. {
  47. OnRoundStart(allPlayers);
  48. RoundStartEvent?.Invoke();
  49. }
  50. public void FinishedMove(PlayerData[] allPlayers)
  51. {
  52. foreach (PlayerData player in allPlayers)
  53. OnPlayerFinishedMove(player.character, player.client, player.character.CurrentBlock);
  54. OnAllPlayersFinishedMove(allPlayers);
  55. AllPlayersMovedEvent?.Invoke();
  56. }
  57. public void RoundEnd(PlayerData[] allPlayers)
  58. {
  59. OnRoundEnd(allPlayers);
  60. RoundEndEvent?.Invoke();
  61. }
  62. public void GameOver(PlayerData[] allPlayers)
  63. {
  64. OnGameOver(allPlayers);
  65. OnGameOverEvent?.Invoke();
  66. }
  67. }