update
parent
5867753b75
commit
9a63ea394c
|
@ -2057,8 +2057,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -472}
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m_SizeDelta: {x: 826.54, y: 132}
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m_AnchoredPosition: {x: -0.0059528, y: -337}
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m_SizeDelta: {x: 965.41, y: 149}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &636098796
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||||
MonoBehaviour:
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||||
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@ -2109,17 +2109,17 @@ MonoBehaviour:
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|||
m_OnCullStateChanged:
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m_PersistentCalls:
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||||
m_Calls: []
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||||
m_text: <bounce>Wait For Gift...</bounce>
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||||
m_text: <bounce>Please wait while the system selects your reward</bounce>
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||||
m_isRightToLeft: 0
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m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
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m_fontAsset: {fileID: 11400000, guid: 2e498d1c8094910479dc3e1b768306a4, type: 2}
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m_sharedMaterial: {fileID: 2180264, guid: 2e498d1c8094910479dc3e1b768306a4, type: 2}
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m_fontSharedMaterials: []
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m_fontMaterial: {fileID: 0}
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m_fontMaterials: []
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m_fontColor32:
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serializedVersion: 2
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rgba: 4294967295
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m_fontColor: {r: 1, g: 1, b: 1, a: 1}
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rgba: 4278232063
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m_fontColor: {r: 1, g: 0.6392157, b: 0, a: 1}
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m_enableVertexGradient: 0
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m_colorMode: 3
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m_fontColorGradient:
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@ -2131,18 +2131,18 @@ MonoBehaviour:
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|||
m_spriteAsset: {fileID: 0}
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m_tintAllSprites: 0
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m_StyleSheet: {fileID: 0}
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m_TextStyleHashCode: 2426
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m_TextStyleHashCode: -1183493901
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m_overrideHtmlColors: 0
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m_faceColor:
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serializedVersion: 2
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rgba: 4294967295
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m_fontSize: 50
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m_fontSizeBase: 50
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m_fontSize: 80
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m_fontSizeBase: 80
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m_fontWeight: 400
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m_enableAutoSizing: 0
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m_fontSizeMin: 18
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m_fontSizeMax: 72
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m_fontStyle: 0
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m_fontStyle: 1
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m_HorizontalAlignment: 2
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m_VerticalAlignment: 512
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m_textAlignment: 65535
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@ -4137,8 +4137,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: -63}
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m_SizeDelta: {x: 330.89, y: 50}
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m_AnchoredPosition: {x: 96.66998, y: -63}
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m_SizeDelta: {x: 137.56, y: 50}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1324683899
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MonoBehaviour:
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@ -4194,7 +4194,7 @@ MonoBehaviour:
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m_fontSizeMin: 18
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m_fontSizeMax: 72
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m_fontStyle: 1
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m_HorizontalAlignment: 2
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m_HorizontalAlignment: 1
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m_VerticalAlignment: 512
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m_textAlignment: 65535
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m_characterSpacing: 0
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@ -4223,7 +4223,7 @@ MonoBehaviour:
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|||
m_VertexBufferAutoSizeReduction: 0
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m_useMaxVisibleDescender: 1
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m_pageToDisplay: 1
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_margin: {x: 13.93866, y: 0, z: 0, w: 0}
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m_isUsingLegacyAnimationComponent: 0
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m_isVolumetricText: 0
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||||
m_hasFontAssetChanged: 0
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@ -4908,7 +4908,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchoredPosition: {x: -300, y: 0}
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m_AnchoredPosition: {x: -341, y: 0}
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m_SizeDelta: {x: 120, y: 100}
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m_Pivot: {x: 0, y: 0.5}
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--- !u!114 &1461246854
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@ -6310,7 +6310,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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||||
m_StaticEditorFlags: 0
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||||
m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &1805668787
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Transform:
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m_ObjectHideFlags: 0
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@ -6490,14 +6490,14 @@ RectTransform:
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m_GameObject: {fileID: 1827213707}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0.9, y: 0.9, z: 0.9}
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m_LocalScale: {x: 0.6, y: 0.6, z: 0.6}
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m_ConstrainProportionsScale: 1
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m_Children: []
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m_Father: {fileID: 1691484230}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 135}
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m_SizeDelta: {x: 1000, y: 1000}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1827213709
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@ -7155,7 +7155,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 0, y: -337}
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m_AnchoredPosition: {x: 0, y: -278}
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m_SizeDelta: {x: 1080, y: 50}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &2012096806
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@ -7187,8 +7187,8 @@ MonoBehaviour:
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m_fontMaterials: []
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m_fontColor32:
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serializedVersion: 2
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rgba: 4278232063
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m_fontColor: {r: 1, g: 0.6388892, b: 0, a: 1}
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rgba: 4294967295
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m_fontColor: {r: 1, g: 1, b: 1, a: 1}
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m_enableVertexGradient: 0
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m_colorMode: 3
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m_fontColorGradient:
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@ -7853,7 +7853,7 @@ MonoBehaviour:
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- GadGame.State.GameState.ResumeGameState
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- GadGame.State.GameState.PlayingGameState
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- GadGame.State.GameState.EndGameState
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GameTime: 30
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GameTime: 20
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_basket: {fileID: 1254852293}
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_lerp: 10
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_spawnTime: 0.2
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@ -5,9 +5,10 @@ using UnityEngine.UI;
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namespace GadGame.Manager
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{
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public class GameManager : Singleton.Singleton<GameManager>
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{
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public bool Playing {get; private set;}
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private int _score;
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public int Score => _score;
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public event Action OnEnd;
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@ -22,6 +23,15 @@ namespace GadGame.Manager
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OnScoreUpdate?.Invoke(_score);
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}
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public void StartPlay()
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{
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Playing = true;
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}
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public void EndPlay()
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{
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Playing = false;
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}
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public void EndGame()
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{
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OnEnd?.Invoke();
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@ -105,11 +105,12 @@ namespace GadGame.MiniGame
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// var inputNormalize = new Vector2(inputData.x/ 200, inputData.y / 480);
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receivedData = UdpSocket.Instance.DataReceived.PosPoints;
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Debug.Log(receivedData);
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// Debug.Log(receivedData);
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for (int i = 0; i < Objects.Length; ++i)
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{
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var inputNormalize = new Vector2((receivedData[i].x - 213.33f)/ 213.33f, receivedData[i].y / 480);
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// Debug.Log(inputNormalize);
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if (i == 0)
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{
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var input = new Vector2
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@ -30,7 +30,7 @@ namespace GadGame
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_duration -= 100;
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if (_duration <= 0)
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{
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Hide();
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Hide(true);
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}
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}
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_onRun?.Invoke(_duration);
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@ -58,7 +58,7 @@ namespace GadGame
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PopupUpdate();
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}
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public async void Hide()
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public async void Hide(bool runComplete = false)
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{
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_active = false;
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_duration = 0;
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@ -67,7 +67,7 @@ namespace GadGame
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_canvasGroup.DOComplete();
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await _content.DOScale(Vector3.zero, 0.3f).SetUpdate(true);
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await _canvasGroup.DOFade(0, 0.3f).SetUpdate(true);
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_onComplete?.Invoke();
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if(runComplete) _onComplete?.Invoke();
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_onComplete = null;
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_onRun = null;
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}
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@ -10,12 +10,9 @@ namespace GadGame.State.GameState
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{
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public override async void Enter()
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{
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// Debug.Log("End Game");
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Runner.SetActive(false);
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await UniTask.Delay(1000);
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Runner.ShowResult();
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// await UniTask.Delay(5000);
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// GameManager.Instance.EndGame();
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}
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public override void Update(float time)
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@ -1,3 +1,4 @@
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using GadGame.Manager;
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using GadGame.MiniGame;
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using UnityEngine;
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@ -1,5 +1,6 @@
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using UnityEngine;
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using GadGame.MiniGame;
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using GadGame.Manager;
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namespace GadGame.State.GameState
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{
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@ -9,6 +10,7 @@ namespace GadGame.State.GameState
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public override void Enter()
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{
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GameManager.Instance.StartPlay();
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Runner.SetActive(true);
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}
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@ -28,7 +30,7 @@ namespace GadGame.State.GameState
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public override void Exit()
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{
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GameManager.Instance.EndPlay();
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}
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}
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}
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@ -1,3 +1,4 @@
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using GadGame.Manager;
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using GadGame.MiniGame;
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using UnityEngine;
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@ -9,12 +10,11 @@ namespace GadGame.State.GameState
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{
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Debug.Log("Resume Game");
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Time.timeScale = 1;
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Runner.SetState<PlayingGameState>();
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}
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public override void Update(float time)
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{
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Runner.SetState<PlayingGameState>();
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}
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public override void Exit()
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@ -1,4 +1,5 @@
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using GadGame.MiniGame;
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using GadGame.Manager;
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using GadGame.MiniGame;
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namespace GadGame.State.GameState
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{
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@ -18,6 +19,10 @@ namespace GadGame.State.GameState
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{
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Runner.PlayerControl();
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}
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if(time >= 60) {
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GameManager.Instance.EndGame();
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}
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}
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public override void Exit()
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@ -16,14 +16,12 @@ namespace GadGame.State.MainFlowState
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}
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}
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public override void Update(float time)
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public async override void Update(float time)
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{
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if (time >= 10)
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{
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LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.PassByScene.ScenePath);
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Runner.SetState<IdleState>();
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await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
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}
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}
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@ -7,7 +7,6 @@ namespace GadGame.State.MainFlowState
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{
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public class IdleState : State<MainFlow>
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{
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public override void Enter()
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{
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PassByAnimation.Instance.Play(false);
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@ -16,7 +15,7 @@ namespace GadGame.State.MainFlowState
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public override void Update(float time)
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{
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// if(time < 2) return;
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if(time < 2) return;
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if (UdpSocket.Instance.DataReceived.PassBy)
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{
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@ -15,7 +15,7 @@ namespace GadGame.State.MainFlowState
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public override void Update(float time)
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{
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// if(time < 2) return;
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if(time < 2) return;
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if (!UdpSocket.Instance.DataReceived.PassBy)
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{
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Runner.SetState<IdleState>();
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@ -1,3 +1,4 @@
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using Cysharp.Threading.Tasks;
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using GadGame.Manager;
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using GadGame.Network;
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using UnityEngine;
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@ -21,26 +22,29 @@ namespace GadGame.State.MainFlowState
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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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case false when !UdpSocket.Instance.DataReceived.Engage:
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if(!GameManager.Instance.Playing) return;
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if(!_warned && !UdpSocket.Instance.DataReceived.Engage) {
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_leaveTimer += Time.deltaTime;
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if ( _leaveTimer >= 5)
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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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_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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CheckPlayBack();
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}
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case true when UdpSocket.Instance.DataReceived.Engage:
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}
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}
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public async void CheckPlayBack () {
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while(_warned) {
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if(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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await UniTask.Yield();
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}
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}
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@ -55,20 +59,22 @@ namespace GadGame.State.MainFlowState
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Runner.SetState<CTAState>();
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}
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private void OnWaringComplete()
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private async 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<PassByState>();
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return;
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}
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await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
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||||
Runner.SetState<IdleState>();
|
||||
// if(!UdpSocket.Instance.DataReceived.PassBy)
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||||
// {
|
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// Runner.SetState<PassByState>();
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// return;
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||||
// }
|
||||
|
||||
if(!UdpSocket.Instance.DataReceived.Engage)
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||||
{
|
||||
Runner.SetState<ViewedState>();
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return;
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||||
}
|
||||
// if(!UdpSocket.Instance.DataReceived.Engage)
|
||||
// {
|
||||
// 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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@ -17,7 +17,7 @@ namespace GadGame.State
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#endif
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[SerializeField]
|
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private List<string> _availableStates;
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private List<State<T>> _states;
|
||||
private List<State<T>> _states = new();
|
||||
private float _timer;
|
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|
||||
#if UNITY_EDITOR
|
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|
@ -36,8 +36,6 @@ namespace GadGame.State
|
|||
|
||||
protected virtual void Awake()
|
||||
{
|
||||
_states = new List<State<T>>();
|
||||
|
||||
foreach (var stateName in _availableStates)
|
||||
{
|
||||
var stateType = Assembly.GetExecutingAssembly().GetType(stateName);
|
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|
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Reference in New Issue