private SimulationSummaryState CreateSimulationSummaryState(SimulationSummary.SimulationSummary simulationSummary)
        {
            var input = new SimulationSummaryStateInput(simulationSummary);
            var state = new SimulationSummaryState(input, simulationSummary);

            var launchQuestionnaire = _photonClient.CurrentRoom.RoomInfo.customProperties[CustomRoomSettingKeys.GameScenario].ToString() == "SPL3";

            var onEndAndLaunchQuestionniareTransition = new OnEventTransition(
                LaunchQuestionnaireState.StateName,
                () => launchQuestionnaire);


            var onEndAndReturnToMenuTransition = new OnEventTransition(
                MenuState.StateName,
                () => !launchQuestionnaire);

            input.ContinueClickedEvent += onEndAndReturnToMenuTransition.ChangeState;
            input.ContinueClickedEvent += onEndAndLaunchQuestionniareTransition.ChangeState;
            input.ContinueClickedEvent += _photonClient.CurrentRoom.Leave;

            state.AddTransitions(
                onEndAndReturnToMenuTransition,
                onEndAndLaunchQuestionniareTransition
                );

            return(state);
        }
        private FeedbackState CreateFeedbackState(ITAlertPhotonClient photonClient)
        {
            var input = new FeedbackStateInput(photonClient, _director);
            var state = new FeedbackState(input, photonClient);

            var onLobbyStateSync = new OnMessageTransition(
                photonClient,
                ITAlertChannel.GameState,
                typeof(LobbyMessage),
                LobbyState.StateName);

            var onSendAndSimulationSummaryTransition = new OnEventTransition(
                SimulationSummaryState.StateName,
                () => _simulationSummary.HasData);

            var onSendAndNoSimulationSummaryTransition = new OnEventTransition(
                MenuState.StateName,
                () => !_simulationSummary.HasData);

            input.FeedbackSendClickedEvent += onSendAndSimulationSummaryTransition.ChangeState;
            input.FeedbackSendClickedEvent += onSendAndNoSimulationSummaryTransition.ChangeState;

            state.AddTransitions(
                onLobbyStateSync,
                onSendAndSimulationSummaryTransition,
                onSendAndNoSimulationSummaryTransition);

            return(state);
        }
        private SettingsState CreateSettingsState()
        {
            var input = new SettingsStateInput();
            var state = new SettingsState(input);

            var previousStateTransition = new OnEventTransition(MainMenuState.StateName);

            input.BackClickedEvent += previousStateTransition.ChangeState;

            state.AddTransitions(previousStateTransition);

            return(state);
        }
Example #4
0
        private ErrorState CreateErrorState()
        {
            var input = new ErrorStateInput();
            var state = new ErrorState(input);

            var backClickedTransition = new OnEventTransition(GameState.StateName);

            input.BackClickedEvent += backClickedTransition.ChangeState;

            state.AddTransitions(backClickedTransition);

            return(state);
        }
        private SettingsState CreateSettingsState(ITAlertPhotonClient photonClient)
        {
            var input = new SettingsStateInput();
            var state = new SettingsState(input);

            var previousStateTransition       = new OnEventTransition(PausedState.StateName);
            var onFeedbackStateSyncTransition = new OnMessageTransition(photonClient, ITAlertChannel.GameState, typeof(FeedbackMessage), FeedbackState.StateName);

            input.BackClickedEvent += previousStateTransition.ChangeState;

            state.AddTransitions(onFeedbackStateSyncTransition, previousStateTransition);

            return(state);
        }
        private static CreateGameState CreateCreateGameState(ITAlertPhotonClient client, CreateGameController createGameController, ScenarioController scenarioController)
        {
            var input = new CreateGameStateInput(client, scenarioController);
            var state = new CreateGameState(input, createGameController);

            var joinedRoomTransition    = new OnEventTransition(RoomState.StateName);
            var previousStateTransition = new OnEventTransition(ScenarioListState.StateName);

            input.JoinedRoomEvent  += joinedRoomTransition.ChangeState;
            input.BackClickedEvent += previousStateTransition.ChangeState;

            state.AddTransitions(joinedRoomTransition, previousStateTransition);

            return(state);
        }
        private LobbyState CreateLobbyState(ITAlertPhotonClient photonClient)
        {
            var lobbyController = new LobbyController(_photonClient);
            var lobbyStateInput = new LobbyStateInput(photonClient);
            var lobbyState      = new LobbyState(lobbyStateInput, lobbyController, photonClient);

            var initializingTransition = new OnMessageTransition(photonClient, ITAlertChannel.GameState, typeof(InitializingMessage), InitializingState.StateName);
            var toMenuStateTransition  = new OnEventTransition(MenuState.StateName);

            lobbyStateInput.LeaveLobbyClickedEvent += toMenuStateTransition.ChangeState;

            lobbyState.AddTransitions(initializingTransition, toMenuStateTransition);

            return(lobbyState);
        }
        private ScenarioListState CreateScenarioListState(ITAlertPhotonClient client, ScenarioController scenarioController)
        {
            var input = new ScenarioListStateInput(client, scenarioController);
            var state = new ScenarioListState(input, scenarioController);

            var scenarioSelectedTransition = new OnEventTransition(CreateGameState.StateName);
            var quickMatchTransition       = new OnEventTransition(RoomState.StateName);
            var previousStateTransition    = new OnEventTransition(MainMenuState.StateName);

            scenarioController.ScenarioSelectedSuccessEvent += scenarioSelectedTransition.ChangeState;
            scenarioController.QuickMatchSuccessEvent       += quickMatchTransition.ChangeState;
            input.BackClickedEvent += previousStateTransition.ChangeState;

            state.AddTransitions(scenarioSelectedTransition, previousStateTransition, quickMatchTransition);

            return(state);
        }
        private GamesListState CreateGameListState(ITAlertPhotonClient client)
        {
            var gamesListController = new GamesListController(client);
            var joinGameController  = new JoinGameController(_photonClient);

            var input = new GamesListStateInput(_photonClient, gamesListController);
            var state = new GamesListState(input, gamesListController, joinGameController);

            var joinedRoomTransition    = new OnEventTransition(RoomState.StateName);
            var previousStateTransition = new OnEventTransition(MainMenuState.StateName);

            input.JoinGameSuccessEvent += joinedRoomTransition.ChangeState;
            input.BackClickedEvent     += previousStateTransition.ChangeState;

            state.AddTransitions(joinedRoomTransition, previousStateTransition);

            return(state);
        }
        private PausedState CreatePausedState(ITAlertPhotonClient photonClient)
        {
            var pausedStateInput = new PausedStateInput(_director);
            var pausedState      = new PausedState(pausedStateInput);

            var onFeedbackStateSyncTransition = new OnMessageTransition(photonClient, ITAlertChannel.GameState, typeof(FeedbackMessage), FeedbackState.StateName);
            var toPlayingStateTransition      = new OnEventTransition(PlayingState.StateName);
            var toSettingsStateTransition     = new OnEventTransition(SettingsState.StateName);
            var quitTransition = new OnEventTransition(MenuState.StateName);

            pausedStateInput.ContinueClickedEvent += toPlayingStateTransition.ChangeState;
            pausedStateInput.SettingsClickedEvent += toSettingsStateTransition.ChangeState;
            pausedStateInput.QuitClickedEvent     += quitTransition.ChangeState;

            pausedState.AddTransitions(onFeedbackStateSyncTransition, toPlayingStateTransition, toSettingsStateTransition, quitTransition);

            return(pausedState);
        }
        private PlayingState CreatePlayingState(ITAlertPhotonClient photonClient)
        {
            var playingStateInput = new PlayingStateInput(_photonClient, _director);
            var playingState      = new PlayingState(_director, playingStateInput, photonClient, _simulationSummary);

            var onFeedbackStateSyncTransition = new OnMessageTransition(photonClient, ITAlertChannel.GameState, typeof(FeedbackMessage), FeedbackState.StateName);
            var toFeedbackTransition          = new OnEventTransition(FeedbackState.StateName);
            var toSimulationSummaryTransition = new OnEventTransition(SimulationSummaryState.StateName);
            var toMenuTransition  = new OnEventTransition(MenuState.StateName);
            var toPauseTransition = new OnEventTransition(PausedState.StateName);

            playingStateInput.PauseClickedEvent                       += toPauseTransition.ChangeState;
            playingStateInput.EndGameContinueClickedEvent             += toFeedbackTransition.ChangeState;
            playingStateInput.EndGameOnePlayerContinueClickedEvent    += toSimulationSummaryTransition.ChangeState;
            playingStateInput.EndGameMaxOnePlayerContinueClickedEvent += toMenuTransition.ChangeState;

            playingState.AddTransitions(onFeedbackStateSyncTransition, toPauseTransition, toFeedbackTransition, toSimulationSummaryTransition, toMenuTransition);

            return(playingState);
        }
Example #12
0
        private GameState CreateGameState()
        {
            var gameState = new GameState();

            var hadExceptionTransition = new OnEventTransition(ErrorState.StateName);

            // exceptions thrown in the Unity Update loop dont propogate
            // TODO: firgure out how to catch unmity exceptions and trigger state transition
            // temporarily catch ui exception from the director ourselves
            gameState.Exception += GameExceptionHandler.OnException;
            GameExceptionHandler.HadUnignoredExceptionEvent += hadExceptionTransition.ChangeState;

            var disconnectedTransition = new OnEventTransition(ErrorState.StateName);

            gameState.Disconnected += disconnectedTransition.ChangeState;

            gameState.AddTransitions(hadExceptionTransition, disconnectedTransition);

            return(gameState);
        }
        private MainMenuState CreateMainMenuState(ITAlertPhotonClient photonClient, ScenarioController scenarioController)
        {
            var input = new MenuStateInput(photonClient, scenarioController);
            var state = new MainMenuState(input);

            var joinGameTransition        = new OnEventTransition(GamesListState.StateName);
            var createGameTransition      = new OnEventTransition(ScenarioListState.StateName);
            var settingsTransition        = new OnEventTransition(SettingsState.StateName);
            var joinGameSuccessTransition = new OnEventTransition(RoomState.StateName);
            var quitTransition            = new QuitTransition();

            input.JoinGameEvent          += joinGameTransition.ChangeState;
            input.CreateGameClickedEvent += createGameTransition.ChangeState;
            input.SettingsClickedEvent   += settingsTransition.ChangeState;
            input.JoinGameSuccessEvent   += joinGameSuccessTransition.ChangeState;
            input.QuitClickedEvent       += quitTransition.Quit;

            state.AddTransitions(joinGameTransition, createGameTransition, settingsTransition, joinGameSuccessTransition,
                                 quitTransition);

            return(state);
        }