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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 GameStartEvent;
  12. public Action RoundStartEvent;
  13. public Action AllPlayersMovedEvent;
  14. public Action RoundEndEvent;
  15. public Action OnGameOverEvent;
  16. protected abstract void OnGameStart(PlayerData[] allPlayers);
  17. /// <summary>
  18. /// Called at the beginning of a new Round
  19. /// </summary>
  20. protected abstract void OnRoundStart(PlayerData[] allPlayers);
  21. /// <summary>
  22. /// Called for each player after they finished one move. Even if they didn't move!
  23. /// </summary>
  24. /// <param name="character">Character which moved</param>
  25. /// <param name="client">Client which controls character</param>
  26. /// <param name="currentBlock">Block which the character finished on</param>
  27. protected abstract void OnPlayerFinishedMove(Character character, ClientData client, Block currentBlock);
  28. /// <summary>
  29. /// Called once after every player has finished one move
  30. /// </summary>
  31. /// <param name="allCharacters">List of all player Info</param>
  32. protected abstract void OnAllPlayersFinishedMove(PlayerData[] allPlayers);
  33. public abstract bool isGameOver(PlayerData[] allPlayers);
  34. protected abstract void OnRoundEnd(PlayerData[] allPlayers);
  35. protected abstract void OnGameOver(PlayerData[] allPlayers);
  36. public void GameStart(PlayerData[] allPlayers)
  37. {
  38. if (!String.IsNullOrEmpty(GameModeScene))
  39. UnityEngine.SceneManagement.SceneManager.LoadScene(GameModeScene,UnityEngine.SceneManagement.LoadSceneMode.Additive);
  40. for(int i = 0; i < allPlayers.Length; i++)
  41. {
  42. allPlayers[i].client.SceneScore = 0;
  43. }
  44. OnGameStart(allPlayers);
  45. }
  46. public void RoundStart(PlayerData[] allPlayers)
  47. {
  48. OnRoundStart(allPlayers);
  49. RoundStartEvent?.Invoke();
  50. }
  51. public void FinishedMove(PlayerData[] allPlayers)
  52. {
  53. foreach (PlayerData player in allPlayers)
  54. OnPlayerFinishedMove(player.character, player.client, player.character.CurrentBlock);
  55. OnAllPlayersFinishedMove(allPlayers);
  56. AllPlayersMovedEvent?.Invoke();
  57. }
  58. public void RoundEnd(PlayerData[] allPlayers)
  59. {
  60. OnRoundEnd(allPlayers);
  61. RoundEndEvent?.Invoke();
  62. }
  63. public void GameOver(PlayerData[] allPlayers)
  64. {
  65. OnGameOver(allPlayers);
  66. OnGameOverEvent?.Invoke();
  67. }
  68. }