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;
}
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public override void Update(float time)
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{
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switch (_warned)
{
case false when !DataReceiver.Instance.DataReceived.Engage:
{
_leaveTimer += Time.deltaTime;
if ( _leaveTimer >= 5)
{
_warned = true;
_leaveTimer = 0;
_gameManager.Pause();
PopupManager.Instance.Show("Where Are You?", 30, () => Runner.SetState<IdleState>());
}
return;
}
case true when DataReceiver.Instance.DataReceived.Engage:
_warned = false;
_gameManager.Resume();
PopupManager.Instance.Hide();
return;
}
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}
public override void Exit()
{
}
private void OnEndGame()
{
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Runner.SetState<RewardState>();
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}
}
}