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10 Commits

Author SHA1 Message Date
tiendat3699 021bebc9fb feat: add GuestUpdatedSubscription 2024-05-22 14:36:04 +07:00
tiendat3699 0f906a09c4 feat: update graphql 2024-05-22 01:33:09 +07:00
tiendat3699 f874747384 feat: add graphql 2024-05-21 18:32:10 +07:00
tiendat3699 4be153f59d
Merge pull request #11 from tiendat3699/sang/update-countdown
Sang/update countdown
2024-05-21 10:07:29 +07:00
sangta 9a63ea394c update 2024-04-26 13:57:30 +07:00
sangta 5867753b75 update 2024-04-25 18:54:33 +07:00
sangta 0b2aa43d89 update 2024-04-24 16:42:04 +07:00
sangta bf08fad137 update 2024-04-24 10:57:57 +07:00
tiendat3699 b56e5c1934
Merge pull request #10 from tiendat3699/sang/update-countdown
Sang/update countdown
2024-04-24 10:05:16 +07:00
sangta 9084124263 update 2024-04-24 10:04:04 +07:00
463 changed files with 33779 additions and 983 deletions

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defaultBehaviorsTags: []
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@ -1095,6 +1260,7 @@ MonoBehaviour:
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videoPlayer: {fileID: 2124753956}
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View File

@ -19,8 +19,9 @@ namespace GadGame
DontDestroyOnLoad(gameObject); DontDestroyOnLoad(gameObject);
} }
private void Start() private async void Start()
{ {
await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(SceneFlowConfig.PassByScene.ScenePath);
SetState<IdleState>(); SetState<IdleState>();
} }

View File

@ -1,13 +1,14 @@
using TMPro; using TMPro;
using System; using System;
using GadGame.MiniGame;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
namespace GadGame.Manager namespace GadGame.Manager
{ {
public class GameManager : Singleton.Singleton<GameManager> public class GameManager : Singleton.Singleton<GameManager>
{ {
public bool Playing {get; private set;}
private int _score; private int _score;
public int Score => _score; public int Score => _score;
public event Action OnEnd; public event Action OnEnd;
@ -15,12 +16,6 @@ namespace GadGame.Manager
public event Action OnResume; public event Action OnResume;
public event Action<int> OnScoreUpdate; public event Action<int> OnScoreUpdate;
public UnityEngine.UI.Image CircleImgEndGame;
public TextMeshProUGUI txtProgressEndGame;
private float left_time = 5f;
private float countdown_time;
public void UpdateScore(int value) public void UpdateScore(int value)
{ {
_score += value; _score += value;
@ -28,15 +23,15 @@ namespace GadGame.Manager
OnScoreUpdate?.Invoke(_score); OnScoreUpdate?.Invoke(_score);
} }
public void CountDownEndGame(){ public void StartPlay()
while(left_time >= 0){ {
countdown_time = left_time / 5; Playing = true;
CircleImgEndGame.fillAmount = countdown_time;
txtProgressEndGame.text = Mathf.Floor(countdown_time * 5).ToString();
left_time -= Time.deltaTime;
}
} }
public void EndPlay()
{
Playing = false;
}
public void EndGame() public void EndGame()
{ {
OnEnd?.Invoke(); OnEnd?.Invoke();

View File

@ -9,7 +9,9 @@ using Pools.Runtime;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
using Random = UnityEngine.Random; using Random = UnityEngine.Random;
using Newtonsoft.Json;
namespace GadGame.MiniGame namespace GadGame.MiniGame
{ {
@ -30,6 +32,8 @@ namespace GadGame.MiniGame
[SerializeField] private TextMeshProUGUI _score; [SerializeField] private TextMeshProUGUI _score;
[SerializeField] private TextMeshProUGUI _resultScore; [SerializeField] private TextMeshProUGUI _resultScore;
[SerializeField] private CanvasGroup _result; [SerializeField] private CanvasGroup _result;
[SerializeField] private Image CircleImgEndGame;
[SerializeField] private TextMeshProUGUI txtProgressEndGame;
[Header("Tutorial")] [Header("Tutorial")]
[SerializeField] private GameObject _tutorialWrapper; [SerializeField] private GameObject _tutorialWrapper;
@ -42,6 +46,9 @@ namespace GadGame.MiniGame
[SerializeField] private Pool<Item>[] _itemPools; [SerializeField] private Pool<Item>[] _itemPools;
[SerializeField] private Pool<Bomb>[] _bombPools; [SerializeField] private Pool<Bomb>[] _bombPools;
private Vector2[] receivedData;
public Transform[] Objects;
private GameManager _gameManager; private GameManager _gameManager;
private Camera _camera; private Camera _camera;
private float _spawnTimer; private float _spawnTimer;
@ -93,9 +100,19 @@ namespace GadGame.MiniGame
public void PlayerControl() public void PlayerControl()
{ {
//640x480; //640x480;
var inputData = UdpSocket.Instance.DataReceived.PosPoint; // string inputData = UdpSocket.Instance.DataReceived.PosPoints;
var inputNormalize = new Vector2((inputData.x - 213.33f)/ 213.33f, inputData.y / 480); // var inputNormalize = new Vector2((inputData.x - 213.33f)/ 213.33f, inputData.y / 480);
// var inputNormalize = new Vector2(inputData.x/ 200, inputData.y / 480); // var inputNormalize = new Vector2(inputData.x/ 200, inputData.y / 480);
receivedData = UdpSocket.Instance.DataReceived.PosPoints;
// Debug.Log(receivedData);
for (int i = 0; i < Objects.Length; ++i)
{
var inputNormalize = new Vector2((receivedData[i].x - 213.33f)/ 213.33f, receivedData[i].y / 480);
// Debug.Log(inputNormalize);
if (i == 0)
{
var input = new Vector2 var input = new Vector2
{ {
x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x), x = Mathf.Lerp(0, _canvas.pixelRect.width, inputNormalize.x),
@ -117,6 +134,18 @@ namespace GadGame.MiniGame
} }
} }
// var pos_pose = new Vector2();
// var x = Mathf.Clamp01(receivedData[i].x / 640);
// var y = Mathf.Clamp01(receivedData[i].y / 480);
// pos_pose.x = x;
// pos_pose.y = y;
// Objects[i].localPosition = pos_pose * -1;
}
}
public async void ShowTutorial() public async void ShowTutorial()
{ {
_tutorialWrapper.SetActive(true); _tutorialWrapper.SetActive(true);
@ -144,6 +173,15 @@ namespace GadGame.MiniGame
await _resultScore.DOText(_gameManager.Score.ToString(), 1f, scrambleMode: ScrambleMode.Numerals); await _resultScore.DOText(_gameManager.Score.ToString(), 1f, scrambleMode: ScrambleMode.Numerals);
} }
public void CountDownEndGame(float time){
var countDownTime = 10 - time;
// Debug.Log("EndGame CountDown " + countDownTime.ToString());
var fill = countDownTime / 10;
CircleImgEndGame.fillAmount = fill;
txtProgressEndGame.text = Mathf.Ceil(countDownTime).ToString();
}
public void SetActive(bool value) public void SetActive(bool value)
{ {
_basket.Active = value; _basket.Active = value;

View File

@ -0,0 +1,42 @@
using System;
namespace GadGame.Network
{
struct User
{
public string id;
}
struct LoginDetails
{
public string accessToken;
public string refreshToken;
public User user;
}
struct Participant
{
public string id;
public int totalScore;
public User player;
public int myRanke;
}
struct GameSession
{
public string id;
public DateTime startAt;
public DateTime endAt;
public int score;
public Participant participant;
}
struct Guest
{
public string id;
public string firstName;
public string lastName;
public string phone;
public string email;
}
}

View File

@ -0,0 +1,11 @@
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guid: 1e138a913b8d45a2bf28b55225965a34
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
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@ -0,0 +1,234 @@
using System;
using System.Net.WebSockets;
using System.Threading.Tasks;
using Cysharp.Threading.Tasks;
using GadGame.Singleton;
using GraphQlClient.Core;
using GraphQlClient.EventCallbacks;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Networking;
using ZXing;
using ZXing.QrCode;
namespace GadGame.Network
{
struct DataReceive
{
public JObject[] errors;
public JObject data;
}
public class P4PGraphqlManager : PersistentSingleton<P4PGraphqlManager>
{
[SerializeField] private GraphApi _graphApi;
[SerializeField] private string _machineMac;
[SerializeField] private string _promotionId;
private DateTime _startTime;
private string _userId;
private string _userAccessToken;
private string _machineAccessToken;
public Action<OnSubscriptionDataReceived> OnGuestUpdatedSubscription;
protected override async void Awake()
{
base.Awake();
await LoginMachine();
await CreateGuest();
await JoinPromotion();
await UniTask.Delay(5000);
await SubmitGameSession(1000);
GetQrLink();
}
private void OnEnable()
{
OnSubscriptionDataReceived.RegisterListener(OnGuestUpdated);
}
private void OnDisable()
{
OnSubscriptionDataReceived.UnregisterListener(OnGuestUpdated);
}
private void OnGuestUpdated(OnSubscriptionDataReceived dataReceived)
{
Debug.Log(dataReceived.data);
OnGuestUpdatedSubscription?.Invoke(dataReceived);
}
private DataReceive GetData(string data)
{
var json = HttpHandler.FormatJson(data);
return JsonConvert.DeserializeObject<DataReceive>(json);
}
private async Task<bool> LoginMachine()
{
var query = _graphApi.GetQueryByName("LoginAsGameMachine", GraphApi.Query.Type.Mutation);
query.SetArgs(new
{
input = new
{
macAddress = _machineMac,
password = "Abc@123"
}
});
var request = await _graphApi.Post(query);
if (request.result == UnityWebRequest.Result.Success)
{
var receive = GetData(request.downloadHandler.text);
if (receive.data != null)
{
var loginDetail = receive.data["loginAsGameMachine"]!.ToObject<LoginDetails>();
_machineAccessToken = loginDetail.accessToken;
return true;
}
}
return false;
}
public async Task<bool> CreateGuest()
{
var query = _graphApi.GetQueryByName("CreateGuest", GraphApi.Query.Type.Mutation);
query.SetArgs(new
{
input = new
{
password = "Abc@123"
}
});
var request = await _graphApi.Post(query);
if (request.result == UnityWebRequest.Result.Success)
{
var receive = GetData(request.downloadHandler.text);
if (receive.data != null)
{
var loginDetails = receive.data["createGuest"]!.ToObject<LoginDetails>();
_userId = loginDetails.user.id;
_userAccessToken = loginDetails.accessToken;
return true;
}
}
return false;
}
public async Task<bool> JoinPromotion()
{
var query = _graphApi.GetQueryByName("JoinPromotion", GraphApi.Query.Type.Mutation);
query.SetArgs(new
{
input = new
{
promotionId = _promotionId
}
});
_graphApi.SetAuthToken(_userAccessToken);
var request = await _graphApi.Post(query);
if (request.result == UnityWebRequest.Result.Success)
{
var receive = GetData(request.downloadHandler.text);
if (receive.errors == null)
{
_startTime = DateTime.Now;
return true;
}
}
return false;
}
public async Task<bool> SubmitGameSession(int gameScore)
{
var endTime = DateTime.Now.AddSeconds(-1);
var query = _graphApi.GetQueryByName("SubmitGameSession", GraphApi.Query.Type.Mutation);
query.SetArgs(new
{
input = new
{
playerId = _userId,
promotionId = _promotionId,
startAt = _startTime,
endAt = endTime,
score = gameScore,
}
});
_graphApi.SetAuthToken(_userAccessToken);
var request = await _graphApi.Post(query);
if (request.result == UnityWebRequest.Result.Success)
{
var receive = GetData(request.downloadHandler.text);
if (receive.errors == null)
{
return true;
}
}
return false;
}
public async void GetQrLink()
{
await GuestUpdatedSubscription();
}
private async Task<Texture2D> GuestUpdatedSubscription()
{
var query = _graphApi.GetQueryByName("GuestUpdatedSubscription", GraphApi.Query.Type.Subscription);
query.SetArgs(new
{
guestId = _userId,
});
_graphApi.SetAuthToken(_machineAccessToken);
var socket = await _graphApi.Subscribe(query);
if (socket.State == WebSocketState.Open)
{
var link = $"https://play4promo.online/brands/{_promotionId}/scan-qr?token={_userAccessToken}";
Debug.Log(link);
return EncodeTextToQrCode(link);
}
return null;
}
private Color32 [] Encode(string textForEncoding, int width, int height)
{
BarcodeWriter writer = new BarcodeWriter
{
Format = BarcodeFormat.QR_CODE,
Options = new QrCodeEncodingOptions
{
Height = height,
Width = width
}
};
return writer.Write(textForEncoding);
}
private Texture2D EncodeTextToQrCode(string input, int width = 256, int height = 256)
{
if (String.IsNullOrWhiteSpace(input))
{
Debug.Log("You should write something");
return null;
}
var texture = new Texture2D(width, height);
Color32 [] convertPixelToTexture = Encode(input, texture.width, texture.height);
texture.SetPixels32(convertPixelToTexture);
texture.Apply();
return texture;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0c915a4976334babb372a35c1c2e050c
timeCreated: 1716280136

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@ -15,9 +15,9 @@ namespace GadGame.Network
public bool OnVision; public bool OnVision;
public bool Engage; public bool Engage;
public bool Ready; public bool Ready;
public string Gender; public float Gender;
public int AgeMin; public int AgeMin;
public int AgeMax; public int AgeMax;
public Vector2 PosPoint; public Vector2[] PosPoints;
} }
} }

View File

@ -1,11 +1,12 @@
using System.Collections;
using Cysharp.Threading.Tasks;
using DG.Tweening; using DG.Tweening;
using GadGame.Network;
using GadGame.Singleton; using GadGame.Singleton;
using Microsoft.Unity.VisualStudio.Editor;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using UnityEngine.Video;
namespace GadGame.State.MainFlowState namespace GadGame.State.MainFlowState
{ {
@ -13,14 +14,35 @@ namespace GadGame.State.MainFlowState
{ {
public Animator passBy; public Animator passBy;
[SerializeField] private RectTransform _transform; [SerializeField] private RectTransform _transform;
[SerializeField] private UnityEngine.UI.Image CircleImg; // [SerializeField] private RectTransform _videoIdleTransform;
[SerializeField] private Image CircleImg;
[SerializeField] private TextMeshProUGUI txtProgress; [SerializeField] private TextMeshProUGUI txtProgress;
// [SerializeField] [Range(0,1)] float progress = 1f; [SerializeField] private VideoPlayer videoPlayer;
[Button] [Button]
public void Play(bool engage) { public void Play(bool engage) {
_transform.DOAnchorPosX(engage ? -1000 : 0, 2); // videoPlayer.gameObject.SetActive(!passBy);
_transform.DOAnchorPosX(engage ? -1000 : 0, 1);
}
public async void SetPlayVideo(bool value){
if(value) {
while (videoPlayer.targetCameraAlpha < 1)
{
videoPlayer.targetCameraAlpha += Time.deltaTime * 3;
await UniTask.Yield();
}
videoPlayer.targetCameraAlpha = 1;
} else {
while (videoPlayer.targetCameraAlpha > 0)
{
videoPlayer.targetCameraAlpha -= Time.deltaTime * 3;
await UniTask.Yield();
}
videoPlayer.targetCameraAlpha = 0;
}
} }
public void ReadyCountDown(float progress){ public void ReadyCountDown(float progress){

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@ -30,7 +30,7 @@ namespace GadGame
_duration -= 100; _duration -= 100;
if (_duration <= 0) if (_duration <= 0)
{ {
Hide(); Hide(true);
} }
} }
_onRun?.Invoke(_duration); _onRun?.Invoke(_duration);
@ -58,7 +58,7 @@ namespace GadGame
PopupUpdate(); PopupUpdate();
} }
public async void Hide() public async void Hide(bool runComplete = false)
{ {
_active = false; _active = false;
_duration = 0; _duration = 0;
@ -67,7 +67,7 @@ namespace GadGame
_canvasGroup.DOComplete(); _canvasGroup.DOComplete();
await _content.DOScale(Vector3.zero, 0.3f).SetUpdate(true); await _content.DOScale(Vector3.zero, 0.3f).SetUpdate(true);
await _canvasGroup.DOFade(0, 0.3f).SetUpdate(true); await _canvasGroup.DOFade(0, 0.3f).SetUpdate(true);
_onComplete?.Invoke(); if(runComplete) _onComplete?.Invoke();
_onComplete = null; _onComplete = null;
_onRun = null; _onRun = null;
} }

View File

@ -14,7 +14,9 @@ namespace GadGame.SO
public SceneReference ViewedScene; public SceneReference ViewedScene;
public SceneReference EndGageScene; public SceneReference EndGageScene;
public SceneReference GameScene; public SceneReference GameScene;
public SceneReference CTAScene; public SceneReference CTASceneMale;
public SceneReference CTASceneFemale;
public SceneReference CTASceneBoth;
#if UNITY_EDITOR #if UNITY_EDITOR

View File

@ -10,18 +10,17 @@ namespace GadGame.State.GameState
{ {
public override async void Enter() public override async void Enter()
{ {
// Debug.Log("End Game");
Runner.SetActive(false); Runner.SetActive(false);
await UniTask.Delay(1000); await UniTask.Delay(1000);
Runner.ShowResult(); Runner.ShowResult();
GameManager.Instance.CountDownEndGame();
await UniTask.Delay(5000);
GameManager.Instance.EndGame();
} }
public override void Update(float time) public override void Update(float time)
{ {
Runner.CountDownEndGame(time);
if(time >= 10) {
GameManager.Instance.EndGame();
}
} }
public override void Exit() public override void Exit()

View File

@ -1,3 +1,4 @@
using GadGame.Manager;
using GadGame.MiniGame; using GadGame.MiniGame;
using UnityEngine; using UnityEngine;

View File

@ -1,5 +1,6 @@
using UnityEngine; using UnityEngine;
using GadGame.MiniGame; using GadGame.MiniGame;
using GadGame.Manager;
namespace GadGame.State.GameState namespace GadGame.State.GameState
{ {
@ -9,16 +10,17 @@ namespace GadGame.State.GameState
public override void Enter() public override void Enter()
{ {
GameManager.Instance.StartPlay();
Runner.SetActive(true); Runner.SetActive(true);
} }
public override void Update(float time) public override void Update(float time)
{ {
Runner.PlayerControl();
if(time < 1) return; if(time < 1) return;
_playingTime += Time.deltaTime; _playingTime += Time.deltaTime;
var remainingTime = Mathf.Clamp(Runner.GameTime - _playingTime, 0, Runner.GameTime); var remainingTime = Mathf.Clamp(Runner.GameTime - _playingTime, 0, Runner.GameTime);
Runner.SetTextTime(remainingTime); Runner.SetTextTime(remainingTime);
Runner.PlayerControl();
Runner.SpawnRandomItem(); Runner.SpawnRandomItem();
if (_playingTime >= Runner.GameTime) if (_playingTime >= Runner.GameTime)
{ {
@ -28,7 +30,7 @@ namespace GadGame.State.GameState
public override void Exit() public override void Exit()
{ {
GameManager.Instance.EndPlay();
} }
} }
} }

View File

@ -1,3 +1,4 @@
using GadGame.Manager;
using GadGame.MiniGame; using GadGame.MiniGame;
using UnityEngine; using UnityEngine;
@ -9,12 +10,11 @@ namespace GadGame.State.GameState
{ {
Debug.Log("Resume Game"); Debug.Log("Resume Game");
Time.timeScale = 1; Time.timeScale = 1;
Runner.SetState<PlayingGameState>();
} }
public override void Update(float time) public override void Update(float time)
{ {
Runner.SetState<PlayingGameState>();
} }
public override void Exit() public override void Exit()

View File

@ -1,4 +1,5 @@
using GadGame.MiniGame; using GadGame.Manager;
using GadGame.MiniGame;
namespace GadGame.State.GameState namespace GadGame.State.GameState
{ {
@ -18,6 +19,10 @@ namespace GadGame.State.GameState
{ {
Runner.PlayerControl(); Runner.PlayerControl();
} }
if(time >= 60) {
GameManager.Instance.EndGame();
}
} }
public override void Exit() public override void Exit()

View File

@ -1,6 +1,5 @@
using GadGame.Manager; using GadGame.Manager;
using GadGame.Network; using GadGame.Network;
using UnityEngine;
namespace GadGame.State.MainFlowState namespace GadGame.State.MainFlowState
{ {
@ -8,29 +7,21 @@ namespace GadGame.State.MainFlowState
{ {
public override void Enter() public override void Enter()
{ {
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTAScene.ScenePath); if(UdpSocket.Instance.DataReceived.Gender <= 0.3f) {
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneMale.ScenePath);
} else if (UdpSocket.Instance.DataReceived.Gender >= 0.7f){
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneFemale.ScenePath);
} else {
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.CTASceneFemale.ScenePath);
}
} }
public override void Update(float time) public async override void Update(float time)
{ {
if (time >= 10) if (time >= 10)
{
if(!UdpSocket.Instance.DataReceived.PassBy)
{ {
Runner.SetState<IdleState>(); Runner.SetState<IdleState>();
return; await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
}
// if(!UdpSocket.Instance.DataReceived.OnVision)
// {
// Runner.SetState<PassByState>();
// return;
// }
if(!UdpSocket.Instance.DataReceived.Engage)
{
Runner.SetState<ViewedState>();
return;
}
Runner.SetState<PassByState>();
} }
} }

View File

@ -1,5 +1,6 @@
using GadGame.Manager; using GadGame.Manager;
using GadGame.Network; using GadGame.Network;
using Unity.Mathematics;
using UnityEngine; using UnityEngine;
namespace GadGame.State.MainFlowState namespace GadGame.State.MainFlowState
@ -10,57 +11,36 @@ namespace GadGame.State.MainFlowState
private bool _warned; private bool _warned;
private bool _showCountDown; private bool _showCountDown;
private PassByAnimation passByAnim;
public override void Enter() public override void Enter()
{ {
passByAnim = PassByAnimation.Instance;
passByAnim.Play(true);
// LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.EndGageScene.ScenePath); // LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.EndGageScene.ScenePath);
PassByAnimation.Instance.Play(true);
_readyTimer = 5; _readyTimer = 5;
} }
public override void Update(float time) public override void Update(float time)
{ {
if (time >= 2) if(!UdpSocket.Instance.DataReceived.PassBy) {
{
switch (_warned)
{
case false when !UdpSocket.Instance.DataReceived.PassBy:
Runner.SetState<IdleState>(); Runner.SetState<IdleState>();
break; return;
case false when !UdpSocket.Instance.DataReceived.Engage:
_warned = true;
passByAnim.Play(false);
// PopupManager.Instance.Show("Come Back", 5).OnComplete(OnWaringComplete);
break;
case true when UdpSocket.Instance.DataReceived.Engage:
_warned = false;
passByAnim.Play(true);
// PopupManager.Instance.Hide();
break;
} }
switch (_showCountDown) if(!UdpSocket.Instance.DataReceived.Engage) {
{ Runner.SetState<PassByState>();
case false when UdpSocket.Instance.DataReceived.Ready: return;
_showCountDown = true;
// Runner.Ready(true);
break;
case true when !UdpSocket.Instance.DataReceived.Ready:
_showCountDown = false;
// Runner.Ready(false);
break;
} }
if (!UdpSocket.Instance.DataReceived.Ready) _readyTimer = 3; if (!UdpSocket.Instance.DataReceived.Ready) _readyTimer = 3;
passByAnim.ReadyCountDown(_readyTimer / 3); PassByAnimation.Instance.ReadyCountDown(_readyTimer / 3);
_readyTimer -= Time.deltaTime; _readyTimer -= Time.deltaTime;
if (_readyTimer <= 0) if (_readyTimer <= 0)
{ {
_readyTimer = 0; _readyTimer = 0;
Runner.SetState<PlayGameState>(); Runner.SetState<PlayGameState>();
} }
if (time >= 2)
{
// Runner.ReadyCountDown(_readyTimer); // Runner.ReadyCountDown(_readyTimer);
} }

View File

@ -1,14 +1,16 @@
using System.Diagnostics;
using GadGame.Manager; using GadGame.Manager;
using GadGame.Network; using GadGame.Network;
using UnityEngine.SceneManagement;
namespace GadGame.State.MainFlowState namespace GadGame.State.MainFlowState
{ {
public class IdleState : State<MainFlow> public class IdleState : State<MainFlow>
{ {
public override void Enter() public override void Enter()
{ {
LoadSceneManager.Instance.LoadSceneWithTransition(Runner.SceneFlowConfig.IdleScene.ScenePath); PassByAnimation.Instance.Play(false);
PassByAnimation.Instance.SetPlayVideo(true);
} }
public override void Update(float time) public override void Update(float time)
@ -35,7 +37,7 @@ namespace GadGame.State.MainFlowState
public override void Exit() public override void Exit()
{ {
PassByAnimation.Instance.SetPlayVideo(false);
} }
} }
} }

View File

@ -7,17 +7,15 @@ namespace GadGame.State.MainFlowState
{ {
public class PassByState : State<MainFlow> public class PassByState : State<MainFlow>
{ {
private PassByAnimation passByAnim;
public async override void Enter() public async override void Enter()
{ {
await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath); // await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
passByAnim = PassByAnimation.Instance; PassByAnimation.Instance.Play(false);
passByAnim.Play(false);
} }
public override void Update(float time) public override void Update(float time)
{ {
if (time < 2f) return; if(time < 2) return;
if (!UdpSocket.Instance.DataReceived.PassBy) if (!UdpSocket.Instance.DataReceived.PassBy)
{ {
Runner.SetState<IdleState>(); Runner.SetState<IdleState>();
@ -30,12 +28,6 @@ namespace GadGame.State.MainFlowState
return; return;
} }
// if (UdpSocket.Instance.DataReceived.OnVision)
// {
// Runner.SetState<ViewedState>();
// return;
// }
} }
public override void Exit() public override void Exit()

View File

@ -1,3 +1,4 @@
using Cysharp.Threading.Tasks;
using GadGame.Manager; using GadGame.Manager;
using GadGame.Network; using GadGame.Network;
using UnityEngine; using UnityEngine;
@ -21,11 +22,9 @@ namespace GadGame.State.MainFlowState
public override void Update(float time) public override void Update(float time)
{ {
UdpSocket.Instance.SendDataToPython("1"); UdpSocket.Instance.SendDataToPython("1");
// Debug.Log("Playing Game"); if(!GameManager.Instance.Playing) return;
switch (_warned)
{ if(!_warned && !UdpSocket.Instance.DataReceived.Engage) {
case false when !UdpSocket.Instance.DataReceived.Engage:
{
_leaveTimer += Time.deltaTime; _leaveTimer += Time.deltaTime;
if ( _leaveTimer >= 5) if ( _leaveTimer >= 5)
{ {
@ -33,14 +32,19 @@ namespace GadGame.State.MainFlowState
_leaveTimer = 0; _leaveTimer = 0;
_gameManager.Pause(); _gameManager.Pause();
PopupManager.Instance.Show("Where Are You?", 10).OnComplete(OnWaringComplete); PopupManager.Instance.Show("Where Are You?", 10).OnComplete(OnWaringComplete);
CheckPlayBack();
} }
return;
} }
case true when UdpSocket.Instance.DataReceived.Engage: }
public async void CheckPlayBack () {
while(_warned) {
if(UdpSocket.Instance.DataReceived.Engage) {
_warned = false; _warned = false;
_gameManager.Resume(); _gameManager.Resume();
PopupManager.Instance.Hide(); PopupManager.Instance.Hide();
return; }
await UniTask.Yield();
} }
} }
@ -55,24 +59,22 @@ namespace GadGame.State.MainFlowState
Runner.SetState<CTAState>(); Runner.SetState<CTAState>();
} }
private void OnWaringComplete() private async void OnWaringComplete()
{ {
_gameManager.Resume(); _gameManager.Resume();
if(!UdpSocket.Instance.DataReceived.PassBy) await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
{
Runner.SetState<IdleState>(); Runner.SetState<IdleState>();
return; // if(!UdpSocket.Instance.DataReceived.PassBy)
}
// if(!UdpSocket.Instance.DataReceived.OnVision)
// { // {
// Runner.SetState<PassByState>(); // Runner.SetState<PassByState>();
// return; // return;
// } // }
if(!UdpSocket.Instance.DataReceived.Engage)
{ // if(!UdpSocket.Instance.DataReceived.Engage)
Runner.SetState<ViewedState>(); // {
return; // Runner.SetState<ViewedState>();
} // return;
// }
// Runner.SetState<EngageState>(); // Runner.SetState<EngageState>();
} }
} }

View File

@ -17,7 +17,7 @@ namespace GadGame.State
#endif #endif
[SerializeField] [SerializeField]
private List<string> _availableStates; private List<string> _availableStates;
private List<State<T>> _states; private List<State<T>> _states = new();
private float _timer; private float _timer;
#if UNITY_EDITOR #if UNITY_EDITOR
@ -36,8 +36,6 @@ namespace GadGame.State
protected virtual void Awake() protected virtual void Awake()
{ {
_states = new List<State<T>>();
foreach (var stateName in _availableStates) foreach (var stateName in _availableStates)
{ {
var stateType = Assembly.GetExecutingAssembly().GetType(stateName); var stateType = Assembly.GetExecutingAssembly().GetType(stateName);
@ -66,8 +64,8 @@ namespace GadGame.State
var newState = _states.FirstOrDefault(s => s is TSt); var newState = _states.FirstOrDefault(s => s is TSt);
if(newState == null) return; if(newState == null) return;
newState.Enter();
ActiveState = newState; ActiveState = newState;
ActiveState.Enter();
_timer = 0; _timer = 0;
} }
} }

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@ -0,0 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Cysharp.Threading.Tasks;
public class TextEffect : MonoBehaviour
{
[SerializeField] private float _waitTime;
[SerializeField] private float _waitEndTime;
List<Animator> _animators;
void Start()
{
_animators = new List<Animator>(GetComponentsInChildren<Animator>());
StartCoroutine(DoAnimation());
}
IEnumerator DoAnimation(){
while(true){
foreach(var animator in _animators){
animator.SetTrigger("DoAnimation");
yield return new WaitForSeconds(_waitTime);
}
yield return new WaitForSeconds(_waitEndTime);
}
}
}

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@ -0,0 +1,66 @@
using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(CharsDisplayTimeAttribute))]
public class CharsDisplayTimeAttributeDrawer : PropertyDrawer
{
const float minWaitTime = 0.0001f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
//delay in seconds
Rect delayValueRect = new Rect(position.x, position.y, 70 + 230 - position.x, position.height);
delayValueRect.width = Mathf.Clamp(position.width * 0.6f, 170, position.width);
Rect delayLabel = new Rect(delayValueRect);
delayLabel.x += delayLabel.width - 15;
delayLabel.width = 77;
Rect charPerSecValueRect = new Rect(delayLabel);
charPerSecValueRect.x += charPerSecValueRect.width - 15;
charPerSecValueRect.width = 65;
Rect charPerSecLabelRect = new Rect(charPerSecValueRect);
charPerSecLabelRect.x += charPerSecLabelRect.width - 15;
charPerSecLabelRect.width = 120;
switch (property.propertyType)
{
case SerializedPropertyType.Float:
property.floatValue = EditorGUI.FloatField(delayValueRect, label, property.floatValue);
EditorGUI.LabelField(delayLabel, $"s delay, ≈");
int charPerSecond = Mathf.RoundToInt(1 / property.floatValue);
EditorGUI.LabelField(charPerSecLabelRect, "chars per sec");
EditorGUI.BeginChangeCheck();
charPerSecond = EditorGUI.IntField(charPerSecValueRect, charPerSecond);
if (EditorGUI.EndChangeCheck())
{
property.floatValue = 1f/charPerSecond;
}
if (property.floatValue < minWaitTime)
property.floatValue = minWaitTime;
break;
default: //unsupported, fallback to the default OnGUI
EditorGUI.PropertyField(position, property, label);
return;
}
}
}
}

View File

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{
"name": "Febucci.Attributes.Editor",
"rootNamespace": "",
"references": [
"GUID:448b0b55421917e4784a8f2f7449081f"
],
"includePlatforms": [
"Editor"
],
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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(MinValueAttribute))]
public class MinValueAttributeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.PropertyField(position, property, label);
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
property.intValue = Mathf.Clamp(property.intValue, (int)(attribute as MinValueAttribute).min, int.MaxValue);
break;
case SerializedPropertyType.Float:
property.floatValue = Mathf.Clamp(property.floatValue, (attribute as MinValueAttribute).min, float.MaxValue);
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(NotZeroAttribute))]
public class NotZeroAttributeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
int intValue = property.intValue;
intValue = EditorGUI.IntField(position, label, intValue);
if (intValue != 0)
property.intValue = intValue;
break;
case SerializedPropertyType.Float:
float floatValue = property.floatValue;
floatValue = EditorGUI.FloatField(position, label, floatValue);
if (floatValue != 0)
property.floatValue = floatValue;
break;
case SerializedPropertyType.Vector2:
Vector2 vecValue = property.vector2Value;
vecValue = EditorGUI.Vector2Field(position, label, vecValue);
property.vector2Value = new Vector2(
(vecValue.x != 0 || vecValue.y!=0) ? vecValue.x : property.vector2Value.x,
(vecValue.y != 0 || vecValue.x!=0) ? vecValue.y : property.vector2Value.y);
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(PositiveValueAttribute))]
public class PositiveValueAttributeDrawer : PropertyDrawer
{
const float minValue = .01f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
int intValue = property.intValue;
intValue = EditorGUI.IntField(position, label, intValue);
if (intValue >= minValue)
property.intValue = intValue;
break;
case SerializedPropertyType.Float:
float floatValue = property.floatValue;
floatValue = EditorGUI.FloatField(position, label, floatValue);
property.floatValue = Mathf.Clamp(floatValue, minValue, floatValue);
break;
case SerializedPropertyType.Vector2:
Vector2 vecValue = property.vector2Value;
vecValue = EditorGUI.Vector2Field(position, label, vecValue);
vecValue.x = Mathf.Clamp(vecValue.x, minValue, vecValue.x);
vecValue.y = Mathf.Clamp(vecValue.y, minValue, vecValue.y);
property.vector2Value = vecValue;
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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using UnityEngine;
namespace Febucci.Attributes
{
public class CharsDisplayTimeAttribute : PropertyAttribute
{
}
}

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{
"name": "Febucci.Attributes.Runtime",
"rootNamespace": "",
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"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
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}

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using UnityEngine;
namespace Febucci.Attributes
{
public class MinValueAttribute : PropertyAttribute
{
public float min = 0;
public MinValueAttribute(float min)
{
this.min = min;
}
}
}

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using UnityEngine;
namespace Febucci.Attributes
{
public class NotZeroAttribute : PropertyAttribute
{
}
}

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using UnityEngine;
namespace Febucci.Attributes
{
public class PositiveValueAttribute : PropertyAttribute
{
}
}

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