Esempio n. 1
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        /// <summary>
        /// Triggered when the server call to get the chest details returns successfully.
        /// This function sets the chest in respawn mode.
        /// </summary>
        /// <param name="data">Rewards data provided by the server.</param>
        private void OnSuccess(RewardsData data)
        {
            IsLoading = false;

            if (data == null)
            {
                // The chest is respawning
                return;
            }

            if (Animator != null)
            {
                // Open the chest for now
                Animator.SetBool("open", true);
                Animator.SetBool("reset", false);
            }

            StartCoroutine(CloseChest());

            // Preemptively update the player's data
            PlayerService.GetInstance().AddToInventory(data.items);
            // Preemptively start respawning
            WorldService.GetInstance().StartRespawn(LocationId);

            UIManager.OnShowLoadingView(false);

            if (UIManager != null)
            {
                UIManager.OnShowLootResultsDialog("Loot!", data.items);
            }
        }
Esempio n. 2
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        /// <summary>
        /// Callback triggered when the server has acknowledge the battle results and returned
        /// a battle summary.
        /// </summary>
        /// <param name="data">Summary data</param>
        private void OnBattleSummarySuccess(BattleSummaryData data)
        {
            IsLoading = false;

            UIManager.OnShowLoadingView(false);

            // Start respawning
            WorldService.GetInstance().StartRespawn(LocationId);

            if (data.winner)
            {
                if (data.wonTheGame)
                {
                    UIManager.OnShowGameVictoryView();
                }
                else
                {
                    UIManager.OnShowLootResultsDialog("Victory!", data.rewards.items);
                }
            }
            else
            {
                UIManager.OnShowLootResultsDialog("Defeat!", data.rewards.items);
            }

            // Hide this location until next respawn
            if (Model != null)
            {
                Model.SetActive(false);
            }
        }
 /// <summary>
 /// Actual implementation at Update that can be derived and overriden.
 /// </summary>
 protected virtual void UpdateImpl()
 {
     if (LocationId != null && WorldService.GetInstance().IsRespawning(LocationId))
     {
         RespawingState();
     }
 }
Esempio n. 4
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        /// <summary>
        ///     Triggered by the UI when a new game needs to be created.
        ///     This event listener resets player and world data.
        /// </summary>
        public void OnNewGame()
        {
            _spawnedGameObjects.Clear();

            // Clear the world
            ClearContainer(PlayableLocationsContainer);

            _gameStarted = false;

            PlayerService.GetInstance().Init(new PlayerData());
            WorldService.GetInstance().Init(new WorldData());

            // Maps data stay the same (we are at the same location)PLAYER_DATA_INITIALIZED,
            _startupCheckList = new List <string> {
                PLAYABLE_LOCATIONS_INITIALIZED
            };

            // Reset Player data

            StartCoroutine(ServerManager.PostPlayerData(null, data =>
            {
                PlayerService.GetInstance().Init(data);
                _startupCheckList.Remove(PLAYER_DATA_INITIALIZED);
                CheckStartConditions();
            }, s => { Debug.LogError(s); }));


            StartCoroutine(ServerManager.DeleteWorldData(data =>
            {
                // Generate new world
                UpdateWorldData(LatLng, MaxDistance);
            }, s => { Debug.LogError(s); }));
        }
        /// <summary>
        /// Initializes this location with the information associated to the provided location id
        /// </summary>
        /// <param name="locationId"></param>
        public void Init(string locationId)
        {
            LocationId = locationId;
            location   = WorldService.GetInstance().GetSpawnLocation(locationId);

            UIManager     = GameObject.FindGameObjectWithTag("UIManager").GetComponent <UIManager>();
            ServerManager = GameObject.FindGameObjectWithTag("ServerManager")
                            .GetComponent <ServerManager>();
        }
Esempio n. 6
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        /// <summary>
        /// Implementation of the action state.
        /// The code checks the prerequisites for the chest location, and triggers a request
        /// to the server to get the content of the chest if conditions are met.
        /// </summary>
        protected override void ActionState()
        {
            if (IsLoading)
            {
                return;
            }

            base.ActionState();

            if (string.IsNullOrEmpty(LocationId))
            {
                Debug.LogError("Incorrect Location Id!");
                return;
            }


            // Check if this chest is active?
            // If not show a floating popup with timeout information
            location = WorldService.GetInstance().GetSpawnLocation(LocationId);

            if (WorldService.GetInstance().IsRespawning(LocationId))
            {
                UIManager.OnShowLoadingView(false);

                DateTime t        = DateTime.Parse(location.respawnTime);
                TimeSpan timeLeft = t.Subtract(DateTime.Now);
                UIManager.OnShowMessageDialog("Chest locked. Time left: ", timeLeft);
                return;
            }

            // Check pre-requisites
            if (location.keyTypeId == GameConstants.GOLD_KEY &&
                PlayerService.GetInstance().GetNumberOfGoldKeys() >=
                location.numberOfKeysToActivate)
            {
                try
                {
                    IsLoading = true;
                    StartCoroutine(ServerManager.PostChest(LocationId, OnSuccess, OnError));
                }
                catch (System.Exception e)
                {
                    IsLoading = false;
                    UIManager.OnShowLoadingView(false);
                    Debug.LogError(e.ToString());
                }
            }
            else
            {
                UIManager.OnShowLoadingView(false);
                UIManager.OnShowMessageDialog("You need "
                                              + location.numberOfKeysToActivate
                                              + " Gold Keys. \n You have "
                                              + PlayerService.GetInstance().GetNumberOfGoldKeys()
                                              + " of them!");
            }
        }
        /// <summary>
        /// Implementation of the action state.
        /// This function checks if all pre-requisites are met to interact with the tower.
        /// If all conditions are met, it triggers a call to the server to get battle details.
        /// </summary>
        protected override void ActionState()
        {
            if (IsLoading)
            {
                return;
            }

            base.ActionState();

            if (string.IsNullOrEmpty(LocationId))
            {
                Debug.LogError("Incorrect PlaceId!");
                return;
            }

            // Check if this station is active?
            // If not show a floating popup with timeout information
            location = WorldService.GetInstance().GetSpawnLocation(LocationId);

            // Check pre-requisites
            if (location.keyTypeId == GameConstants.DIAMOND_KEY &&
                PlayerService.GetInstance().GetNumberOfDiamondKeys() >=
                location.numberOfKeysToActivate)
            {
                // All good. Let's request our rewards
                try
                {
                    IsLoading = true;
                    StartCoroutine(
                        ServerManager.PostBattleData(LocationId, OnBattleSuccess, OnError));
                }
                catch (System.Exception e)
                {
                    Debug.LogError("Failed to free the leader in this tower! " + e);
                    IsLoading = false;
                    UIManager.OnShowLoadingView(false);
                }
            }
            else
            {
                UIManager.OnShowMessageDialog("You need "
                                              + location.numberOfKeysToActivate
                                              + " Diamond Keys. \n You have "
                                              + PlayerService.GetInstance().GetNumberOfDiamondKeys()
                                              + " of them!");
                UIManager.OnShowLoadingView(false);
            }
        }
Esempio n. 8
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 /// <summary>
 ///     Creates all new spawn locations for the game from the World Data provided
 ///     by the server.
 /// </summary>
 /// <param name="worldData">World Data</param>
 private void CreateNewLocations(WorldData worldData)
 {
     // Render the new data on the map:
     // Only render the playable locations that are within range of the loaded map.
     // The API returns all locations within the overlapping cells - which may be way larger
     // than our map.
     CreateAssets(WorldService.GetInstance().GetMinions(),
                  MinionPrefab,
                  PlayableLocationsContainer);
     CreateAssets(WorldService.GetInstance().GetTowers(), TowerPrefab,
                  PlayableLocationsContainer);
     CreateAssets(WorldService.GetInstance().GetChests(), ChestPrefab,
                  PlayableLocationsContainer);
     CreateAssets(WorldService.GetInstance().GetEnergyStations(),
                  EnergyStationPrefab,
                  PlayableLocationsContainer);
 }
Esempio n. 9
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        /// <summary>
        /// When the minion is clicked on, we start a new battle if the conditions are met.
        /// </summary>
        protected override void ActionState()
        {
            if (IsLoading)
            {
                return;
            }

            base.ActionState();

            if (string.IsNullOrEmpty(LocationId))
            {
                Debug.LogError("Incorrect PlaceId!");
                UIManager.OnShowLoadingView(false);
                return;
            }

            // Check if this station is active?
            // If not show a floating popup with timeout information
            location = WorldService.GetInstance().GetSpawnLocation(LocationId);

            if (WorldService.GetInstance().IsRespawning(LocationId))
            {
                DateTime t        = DateTime.Parse(location.respawnTime);
                TimeSpan timeLeft = t.Subtract(DateTime.Now);

                // Hide Minion... until it is respawned
                UIManager.OnShowLoadingView(false);
                UIManager.OnShowMessageDialog("Minion in transit", timeLeft);
                return;
            }

            try
            {
                IsLoading = true;
                StartCoroutine(ServerManager.PostBattleData(LocationId, OnBattleSuccess, OnError));
            }
            catch (System.Exception e)
            {
                Debug.LogError("Failed to get battle data! " + e);
                IsLoading = false;
                UIManager.OnShowLoadingView(false);
            }
        }
Esempio n. 10
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        /// <summary>
        /// Triggered when the server request to refill the player's energy returns successfully.
        /// This code starts the respawn on the energy station.
        /// </summary>
        /// <param name="data"></param>
        private void OnSuccess(EnergyData data)
        {
            IsLoading = false;
            if (data == null)
            {
                // The station is recharging
                return;
            }

            // Preemptively start respawning
            WorldService.GetInstance().StartRespawn(LocationId);

            // Init the player's data
            PlayerService.GetInstance().IncreaseEnergyLevel(data.amountRestored);

            UIManager.OnShowLoadingView(false);

            UIManager.OnShowMessageDialog("Energy recharged to 100%!");
        }
Esempio n. 11
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        /// <summary>
        /// Implementation of the action state.
        /// If the location is not respawning, the function makes a server call to retrieve
        /// the amount of energy restored for the avatar.
        /// </summary>
        protected override void ActionState()
        {
            if (IsLoading)
            {
                return;
            }

            base.ActionState();

            location = WorldService.GetInstance().GetSpawnLocation(LocationId);

            if (string.IsNullOrEmpty(LocationId))
            {
                Debug.LogError("Incorrect Location Id!");
                UIManager.OnShowLoadingView(false);
                return;
            }

            // Check if this station is active?
            // If not show a floating popup with timeout information
            if (WorldService.GetInstance().IsRespawning(LocationId))
            {
                DateTime t        = DateTime.Parse(location.respawnTime);
                TimeSpan timeLeft = t.Subtract(DateTime.Now);
                UIManager.OnShowMessageDialog("Station recharging. Time left: ", timeLeft);
                UIManager.OnShowLoadingView(false);
                return;
            }

            try
            {
                IsLoading = true;
                StartCoroutine(ServerManager.PostRechargingStation(LocationId, OnSuccess, OnError));
            }
            catch (System.Exception e)
            {
                Debug.LogError("Failed to restore energy! " + e);
                IsLoading = false;
                UIManager.OnShowLoadingView(false);
            }
        }
Esempio n. 12
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        /// <summary>
        /// Triggered when world data is loaded successfully.
        /// Note that by world data we imply all game specific locations as opposed to maps data
        /// loaded through the Maps Unity SDK.
        /// </summary>
        /// <param name="worldData">World Data</param>
        private void OnWorldDataLoaded(WorldData worldData)
        {
            // Init the playerservice with the new batch of data
            WorldService.GetInstance().Init(worldData);

            // Init gameobjects on the map
            IEnumerable <string> keysFromWorldData =
                WorldService.GetInstance().GetSpawnLocationsIds();

            // Delete all gameobjects not on the new list
            int           deletedEntries            = 0;
            List <string> missingKeysFromLocalCache =
                new List <string>(_spawnedGameObjects.Keys.Except(keysFromWorldData));

            foreach (string k in missingKeysFromLocalCache)
            {
                Destroy(_spawnedGameObjects[k].gameObject);
                _spawnedGameObjects.Remove(k);
                deletedEntries++;
            }

            // Add all new locations
            CreateNewLocations(worldData);

            // Show/hide objects based on distance from avatar
            foreach (string k in _spawnedGameObjects.Keys)
            {
                SpawnLocation sl  = WorldService.GetInstance().GetSpawnLocation(k);
                Vector3       pos = MapsService.Coords.FromLatLngToVector3(
                    new LatLng(sl.snappedPoint.latitude, sl.snappedPoint.longitude));

                _spawnedGameObjects[k].SetActive(Vector3.Distance(Avatar.transform.position, pos) <=
                                                 MaxDistance);
            }

            _startupCheckList.Remove(PLAYABLE_LOCATIONS_INITIALIZED);
            CheckStartConditions();

            _worldDataIsLoading = false;
        }