2024-04-11 01:55:35 -07:00
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using GadGame.Manager;
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2024-04-15 04:10:00 -07:00
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using GadGame.Network;
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using UnityEngine;
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2024-04-11 01:55:35 -07:00
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2024-04-15 04:10:00 -07:00
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namespace GadGame.State.MainFlowState
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{
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public class PlayGameState : State<MainFlow>
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{
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private GameManager _gameManager;
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private float _leaveTimer;
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private bool _warned;
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public override async void Enter()
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{
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await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.GameScene.ScenePath);
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_gameManager = GameManager.Instance;
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_gameManager.OnEnd += OnEndGame;
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2024-04-22 02:10:49 -07:00
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_leaveTimer = 0;
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2024-04-11 01:55:35 -07:00
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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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// Debug.Log("Playing Game");
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switch (_warned)
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{
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2024-04-16 01:47:19 -07:00
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case false when !UdpSocket.Instance.DataReceived.Engage:
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{
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_leaveTimer += Time.deltaTime;
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if ( _leaveTimer >= 5)
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{
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_warned = true;
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_leaveTimer = 0;
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_gameManager.Pause();
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PopupManager.Instance.Show("Where Are You?", 10).OnComplete(OnWaringComplete);
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}
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return;
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}
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case true when UdpSocket.Instance.DataReceived.Engage:
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_warned = false;
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_gameManager.Resume();
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PopupManager.Instance.Hide();
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return;
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}
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}
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public override void Exit()
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{
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_warned = false;
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2024-04-19 03:46:17 -07:00
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_gameManager.OnEnd -= OnEndGame;
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}
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private void OnEndGame()
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{
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Runner.SetState<CTAState>();
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}
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private void OnWaringComplete()
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{
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_gameManager.Resume();
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if(!UdpSocket.Instance.DataReceived.PassBy)
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{
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Runner.SetState<IdleState>();
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return;
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}
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2024-04-22 02:10:49 -07:00
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// if(!UdpSocket.Instance.DataReceived.OnVision)
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// {
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// Runner.SetState<PassByState>();
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// return;
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// }
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2024-04-17 20:53:46 -07:00
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if(!UdpSocket.Instance.DataReceived.Engage)
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{
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Runner.SetState<ViewedState>();
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return;
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}
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// Runner.SetState<EngageState>();
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}
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}
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}
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