Exemple #1
0
    private void Update()
    {
        if (roundPhase == 1)//Shuffling Animation of Cards AND Set the Round (fetched from Backend)
        {
            //Just for Testing
            //Debug.Log("Score: " + mockStats.GetScore());
            //Debug.Log("Multiplier: " + mockStats.GetMultiplier());
            //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
            //GameObject.Find("MultiplierText").GetComponent<TextMeshProUGUI>().text = mockStats.GetMultiplier().ToString("#.0");
            //Reset things at the beginning of each round:

            try { FetchRound(); }//This will tell React to get the Round int for this round
            catch (EntryPointNotFoundException e)
            {
                Debug.Log("Unity wants to set the current round but failed " + e);
            }
            mockStats.SetStartNextRound();
            waitForSettingUpNextRound = false;
            roundPhase3Wakes          = true;
            lockDown      = false;
            timeDoneCheck = false;
            skippingTurn  = false;
            DeactivateWater();
            mockStats.ResetTimeValues();
            StartCoroutine(SetRoundAfterReactToldIt());
            mockStats.ResetTopicChoices();

            gameBoard.DisplayArrow();
            if (round == 0)
            {
                StartCoroutine(gameBoard.StartTextBox(mockStats.GetName(mockStats.GetActivePlayer() - 1) + " has been chosen to be the Guesser " +
                                                      "this Round! He will draw <color=#001AF6>13</color> random topic cards...", false, 1));
                StartCoroutine(Phase1Shuffle());
                roundPhase = 2;
            }
            else
            {
                StartCoroutine(gameBoard.StartTextBox(mockStats.GetName(mockStats.GetActivePlayer() - 1) + " is the new Guesser for " +
                                                      "this Round!", false, 1));
                StartCoroutine(WaitForArrowToDisappear());
                roundPhase = 2;
            }
        }

        if (roundPhase == 2)//Cards are being shuffeled
        {
        }

        if (roundPhase == 3 && roundPhase3Wakes)//Playerbox Flips
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                StartCoroutine(gameBoard.DrawCardActivePlayer(round));
                StartCoroutine(gameBoard.ActivePlayerWaitsForTopics());
                roundPhase = 5;
            }
            else
            {
                StartCoroutine(gameBoard.AnimateFlipBox(mockStats.GetActivePlayer()));
            }
            roundPhase3Wakes = false;
        }

        if (roundPhase == 4)//Topic Card appears
        {
            StartCoroutine(RoundPhase4DrawCard());
            roundPhase = 5;
        }

        if (roundPhase == 5)//Waits for Topiccard to be displayed OR Active Player waits for Topics being chosen
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                if (!gettingTopicChoiceInfo)
                {
                    //I have to get the topic array from React and adjust the thinking bubbles in the game accordingly
                    //if a player has made his choice, a thick should appear in his box
                    StartCoroutine(GetPlayerChoiceInfosFromReact());
                    gettingTopicChoiceInfo = true;
                }
            }
            else
            {
            }
        }

        if (roundPhase == 6)//Timer Starts
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                if (!waiter)
                {
                }
                else
                {
                    StartCoroutine(gameBoard.PlayersHaveChosenTheirTopic());
                    gettingTopicChoiceInfo = false;
                    roundPhase             = 7;
                }
            }
            else
            {
                timer.StartTimer(30);
                roundPhase = 7;
            }
        }

        if (roundPhase == 7)// Non-Active Players have 30 seconds to pick a Topic OR Active Player waits for Clues to be given
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                if (!gettingClueInfos)
                {
                    //I have to get the topic array from React and adjust the thinking bubbles in the game accordingly
                    //if a player has submitted his clue, a thick should appear in his box
                    StartCoroutine(CallForClueStatus());
                    gettingClueInfos = true;
                }

                int sum = 0;
                for (int i = 0; i < mockStats.GetTotalNumberOfPlayers(); i++)
                {
                    if (i == mockStats.GetActivePlayer() - 1)
                    {
                    }
                    else
                    {
                        sum += mockStats.GetCluesSubmitted()[i];
                    }
                }

                if (sum == mockStats.GetTotalNumberOfPlayers() - 1)
                {
                    StartCoroutine(CallForClueStatus());
                    roundPhase = 8; //ALL PLAYERS HAVE GIVEN THEIR CLUE
                }
            }
            else
            {
                if (!topicCall)
                {
                    StartCoroutine(CallForTopicList());
                    topicCall = true;
                }

                //every player has made his choice conditon
                int sum = 0;
                for (int j = 0; j < 5; j++)
                {
                    sum += mockStats.GetTopicChoices()[j];
                }
                //Everyone has set their vote
                //Check for draws
                if (sum >= (mockStats.GetTotalNumberOfPlayers() - 1) || !timer.getTimerStatus())
                {
                    if (!mockStats.GetLockInputTopicState())
                    {
                        mockStats.SetPlayerTopicInput(5);
                    }
                    StartCoroutine(CallForTopicList());
                    StartCoroutine(gameBoard.RemoveTopicCard()); //remove the topic card and then continue
                    mockStats.SetTime(0, timer.GetTime());
                    timer.DeactivateTimer();
                    gameBoard.ForceRemoveInfoBox();
                    topicCall  = false;
                    roundPhase = 8;
                }
            }
        }

        if (roundPhase == 8)//I get the latest version of the topic array and animate whether there are duplicates or no votes
        {
            gettingClueInfos = false;
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                if (!phase8Running)
                {
                    StartCoroutine(gameBoard.PlayersHaveSubmittedTheirClues(true));
                    phase8Running = true;
                }
            }
            else
            {
                if (!lastCall)
                {
                    StartCoroutine(LastCallForTopics());
                    lastCall = true;
                }
            }
        }

        if (roundPhase == 9)
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                phase8Running = false;
                roundPhase    = 10;
            }
            else
            {
                roundPhase = 10;
            }
        }

        if (roundPhase == 10) //waits until react sends back the chosen Topic to Unity, then the function ReactSetThisRoundsTopic() from mockStats
                              //will set Round = 11
                              //OR Active Player has to input his guess
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                mockStats.GetClueStringFromReact();
                roundPhase = 11;
            }
            else
            {
            }
        }

        //Wait for Backend to send the ClueString to Active Player (mockstats.ReactSetClueString() will advance to roundPhase = 12)
        if (roundPhase == 11)
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                if (mockStats.GetBuxFix())
                {
                    roundPhase = 12;
                }
            }
            else
            {
                StartCoroutine(gameBoard.ShowThisRoundsTopic());
                roundPhase = 12;
            }
        }

        if (roundPhase == 12)//Wait until Topic Animation is over in GameBoard OR Active Player displays the other players clues
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                mockStats.SetBuxFix();
                StartCoroutine(gameBoard.DisplayCluesFromPlayers());
                gameBoard.DisplayMisteryInputBoxActivePlayer();
                timer.StartTimer(30);
                roundPhase = 13;
            }
            else
            {
            }
        }

        if (roundPhase == 13)//Show Player Input Panel OR Active Player has to input his guess
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                if (!timer.getTimerStatus() && !timeDoneCheck && !lockDown && !skippingTurn)
                {
                    StartCoroutine(GameObject.Find("SubmitButton").GetComponent <SubmitButton>().SetMisteryWordBoxInactive(true));
                    GameObject.Find("SubmitButton").GetComponent <SubmitButton>().ActivePlayerFailedToSubmit();
                    timeDoneCheck = true;
                }
            }
            else
            {
                if (!waitForCompletionPhase13)
                {
                    gameBoard.DisplayMisteryInputBox();
                    StartCoroutine(gameBoard.PlayersEnterMisteryWord());
                    waitForCompletionPhase13 = true;
                }
            }
        }

        //Wait for player to input guess and send it
        if (roundPhase == 14)
        {
            waitForCompletionPhase13 = false;
            if (!timer.getTimerStatus() && !timeDoneCheck && !lockDown)
            {
                StartCoroutine(GameObject.Find("SubmitButton").GetComponent <SubmitButton>().SetMisteryWordBoxInactive(true));
                GameObject.Find("SubmitButton").GetComponent <SubmitButton>().PlayerFailedToSubmit();
                timeDoneCheck = true;
            }
        }

        //Player waits for other player to make their guess, this phase is set via SubmitButton.cs script
        if (roundPhase == 15)
        {
            timeDoneCheck = false;
            lockDown      = false;
            StartCoroutine(gameBoard.PlayersWaitForOthersToSubmitClue());
            roundPhase = 16;
        }


        if (roundPhase == 16)
        {
            if (!gettingClueInfos)
            {
                StartCoroutine(CallForClueStatus());
                gettingClueInfos = true;
            }

            int sum = 0;
            for (int i = 0; i < mockStats.GetTotalNumberOfPlayers(); i++)
            {
                if (i == mockStats.GetActivePlayer() - 1)
                {
                }
                else
                {
                    sum += mockStats.GetCluesSubmitted()[i];
                }
            }

            if (sum == mockStats.GetTotalNumberOfPlayers() - 1)
            {
                StartCoroutine(CallForClueStatus());
                mockStats.GetClueStringFromReact();
                roundPhase = 17; //ALL PLAYERS HAVE GIVEN THEIR CLUE
            }
        }


        //Clean up SubmitWindow and continue to PlayersWaitForActivePlayer to commit Guess
        if (roundPhase == 17)
        {
            StartCoroutine(gameBoard.PlayersHaveSubmittedTheirClues(false));
            roundPhase = 18;
        }

        //Waiting for the Active Player to make his Guess
        if (roundPhase == 18)
        {
            if (!askingForActivePlayer)
            {
                StartCoroutine(AskIfActivePlayerHasSubmittedGuess());
                askingForActivePlayer = true;
            }
            if (mockStats.GetActivePlayerSubmittedGuess() == 1) //Topic has been chosen
            {
                //Todo Start evaluation if players won or not
                StartCoroutine(gameBoard.ActivePlayerHasSubmittedHisGuess());
                mockStats.NotifyReactToEvaluateTheRound();
                StartCoroutine(gameBoard.RemoveClues()); //Just for Testing
                StartCoroutine(RemoveClueFrame());       //justFortesting
                roundPhase = 19;
            }
        }

        if (roundPhase == 19)
        {
            askingForActivePlayer = false;
        }


        //SUCCESSFUL ROUND
        if (roundPhase == 20)
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                StartCoroutine(gameBoard.RemoveClues());
            }
            else
            {
            }
            StartCoroutine(gameBoard.NotifySuccessOrFail(true));
            mockStats.UpdateScoreInReact(1);
            StartCoroutine(gameBoard.ShowRoundEvaluation(true));
            mockStats.SetScoreLocally();
            mockStats.AddToWonRound();
            roundPhase = 22;
        }

        //UNSUCSESSFUL ROUND
        if (roundPhase == 21)
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                StartCoroutine(gameBoard.RemoveClues());
            }
            else
            {
            }
            StartCoroutine(gameBoard.NotifySuccessOrFail(false));
            mockStats.UpdateScoreInReact(0);
            StartCoroutine(gameBoard.ShowRoundEvaluation(false));
            mockStats.AddToLostRound();
            mockStats.AddToLostRound();
            roundPhase = 22;
        }

        if (roundPhase == 27) //this phase triggers if the player skipped his guess
        {
            if (mockStats.GetActivePlayer() == mockStats.GetPlayerPosition())
            {
                StartCoroutine(gameBoard.RemoveClues());
            }
            else
            {
            }
            gameBoard.ActivateskipOutcome();
            StartCoroutine(gameBoard.NotifySuccessOrFail(false));
            mockStats.UpdateScoreInReact(0);
            StartCoroutine(gameBoard.ShowRoundEvaluation(false));
            //gameBoard.TriggerMiniCard(false);
            mockStats.AddToLostRound();
            roundPhase = 22;
        }

        if (roundPhase == 22)
        {
        }

        //Start next Round
        if (roundPhase == 23)
        {
            StartCoroutine(gameBoard.CleanUpRound());
            roundPhase = 24;
        }

        if (roundPhase == 24)
        {
        }


        //With StartNextRound() Unity tells react to start the next round, Backend will set Round +1 or Round + 2 (if loss) and
        //then calls ReactSetRound() and ReactSetPlayerStats() in mockstats with the new value
        if (roundPhase == 25)
        {
            if (!waitForSettingUpNextRound)
            {
                try { StartNextRound(); }
                catch (EntryPointNotFoundException e)
                {
                    Debug.Log("Unity wants to tell React to start the next round but could not reach it " + e);
                }
                waitForSettingUpNextRound = true;
            }


            if (mockStats.GetStartNextRound())
            {
                //Wait for the next round to be started and check if game is over
                if (round > 12)//EndGame
                {
                    StartCoroutine(EndGame(false));
                }
                //Todo Check if game is over and also check Edge case that if we are in round 12 and fail, round 13 is skipped and the game ends and
                //edge case if we are in round 13 and fail, game ends and 1 successful round is subtracted
                else
                {
                    StartCoroutine(gameBoard.NewRoundStartsAnimation());
                    roundPhase = 26;
                }
            }
        }

        if (roundPhase == 26)
        {
        }
    }