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

81 lines
2.4 KiB
C#

using Cysharp.Threading.Tasks;
using GadGame.Manager;
using GadGame.Network;
using UnityEngine;
namespace GadGame.State.MainFlowState
{
public class PlayGameState : State<MainFlow>
{
private GameManager _gameManager;
private float _leaveTimer;
private bool _warned;
public override async void Enter()
{
await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.GameScene.ScenePath);
_gameManager = GameManager.Instance;
_gameManager.OnEnd += OnEndGame;
_leaveTimer = 0;
}
public override void Update(float time)
{
UdpSocket.Instance.SendDataToPython("1");
if(!GameManager.Instance.Playing) return;
if(!_warned && !UdpSocket.Instance.DataReceived.Engage) {
_leaveTimer += Time.deltaTime;
if ( _leaveTimer >= 5)
{
_warned = true;
_leaveTimer = 0;
_gameManager.Pause();
PopupManager.Instance.Show("Where Are You?", 10).OnComplete(OnWaringComplete);
CheckPlayBack();
}
}
}
public async void CheckPlayBack () {
while(_warned) {
if(UdpSocket.Instance.DataReceived.Engage) {
_warned = false;
_gameManager.Resume();
PopupManager.Instance.Hide();
}
await UniTask.Yield();
}
}
public override void Exit()
{
_warned = false;
_gameManager.OnEnd -= OnEndGame;
}
private void OnEndGame()
{
Runner.SetState<CTAState>();
}
private async void OnWaringComplete()
{
_gameManager.Resume();
await LoadSceneManager.Instance.LoadSceneWithTransitionAsync(Runner.SceneFlowConfig.PassByScene.ScenePath);
Runner.SetState<IdleState>();
// if(!UdpSocket.Instance.DataReceived.PassBy)
// {
// Runner.SetState<PassByState>();
// return;
// }
// if(!UdpSocket.Instance.DataReceived.Engage)
// {
// Runner.SetState<ViewedState>();
// return;
// }
// Runner.SetState<EngageState>();
}
}
}