smart-interactive-display/Assets/GadGame/Scripts/State/MainFlowState/PlayGameState.cs

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using GadGame.Manager;
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using GadGame.Network;
using UnityEngine;
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namespace GadGame.State.MainFlowState
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{
public class PlayGameState : State<MainFlow>
{
private GameManager _gameManager;
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private float _leaveTimer;
private bool _warned;
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public override async void Enter()
{
await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.GameScene.ScenePath);
_gameManager = GameManager.Instance;
_gameManager.OnEnd += OnEndGame;
_leaveTimer = 0;
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}
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public override void Update(float time)
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{
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UdpSocket.Instance.SendDataToPython("1");
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switch (_warned)
{
case false when !UdpSocket.Instance.DataReceived.Engage:
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{
_leaveTimer += Time.deltaTime;
if ( _leaveTimer >= 5)
{
_warned = true;
_leaveTimer = 0;
_gameManager.Pause();
PopupManager.Instance.Show("Where Are You?", 5).OnComplete(OnWaringComplete);
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}
return;
}
case true when UdpSocket.Instance.DataReceived.Engage:
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_warned = false;
_gameManager.Resume();
PopupManager.Instance.Hide();
return;
}
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}
public override void Exit()
{
_warned = false;
_gameManager.OnEnd -= OnEndGame;
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}
private void OnEndGame()
{
Runner.SetState<CTAState>();
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}
private void OnWaringComplete()
{
_gameManager.Resume();
if(!UdpSocket.Instance.DataReceived.PassBy)
{
Runner.SetState<IdleState>();
return;
}
if(!UdpSocket.Instance.DataReceived.OnVision)
{
Runner.SetState<PassByState>();
return;
}
if(!UdpSocket.Instance.DataReceived.Engage)
{
Runner.SetState<ViewedState>();
return;
}
Runner.SetState<EngageState>();
}
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}
}