GManager.cs 17 KB

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  1. using Photon.Pun;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. public class GManager : MonoBehaviourPun
  8. {
  9. [Header("あなた")]
  10. public Player You;
  11. [Header("対戦相手")]
  12. public Player Opponent;
  13. [Header("CardSourceプレハブ")]
  14. public CardSource CardPrefab;
  15. [Header("場のポケモンカードプレハブ")]
  16. public FieldPermanentCard fieldCardPrefab;
  17. [Header("手札のカードプレハブ")]
  18. public HandCard handCardPrefab;
  19. [Header("読み込み中オブジェクト")]
  20. public LoadingObject LoadingObject;
  21. [Header("コマンド選択パネル")]
  22. public SelectCommandPanel selectCommandPanel;
  23. [Header("戻るボタン")]
  24. public SelectCommand BackButton;
  25. [Header("結果表示オブジェクト")]
  26. public ResultObject resultObject;
  27. [Header("メッセージテキスト")]
  28. public CommandText commandText;
  29. [Header("ターンプレイヤー表示")]
  30. public ShowTurnPlayerObject showTurnPlayerObject;
  31. [Header("フェイズ通知")]
  32. public ShowPhaseNotificationObject showPhaseNotificationObject;
  33. [Header("キャンバス")]
  34. public Canvas canvas;
  35. [Header("キャンバス2")]
  36. public Canvas canvas2;
  37. [Header("カード詳細")]
  38. public CardDetail cardDetail;
  39. [Header("パーマネント詳細")]
  40. public PermanentDetail pokemonDetail;
  41. [Header("カード選択パネル")]
  42. public SelectCardPanel selectCardPanel;
  43. [Header("カード確認パネル")]
  44. public CheckCardPanel checkCardPanel;
  45. [Header("次のフェイズに進むボタン")]
  46. public NextPhaseButton nextPhaseButton;
  47. [Header("設定パネル")]
  48. public OptionPanel optionPanel;
  49. [Header("ターゲット矢印プレハブ")]
  50. public TargetArrow targetArrowPrefab;
  51. [Header("ターゲット矢印親")]
  52. public Transform targetArrowParent;
  53. [Header("Camera")]
  54. public Camera camara;
  55. [Header("StartBattleSE")]
  56. public AudioClip StartBattleSE;
  57. [Header("自動処理チェック")]
  58. public AutoProcessing autoProcessing;
  59. [Header("プレイログ")]
  60. public PlayLog playLog;
  61. [Header("メモリー")]
  62. public MemoryObject memoryObject;
  63. [Header("背景")]
  64. public Image BackgroundImage;
  65. [Header("背景")]
  66. public SpriteRenderer BackgroundSpriteRenderer;
  67. [Header("攻撃処理")]
  68. public AttackProcess attackProcess;
  69. [Header("ジョグレス選択")]
  70. public SelectJogressEffect selectJogressEffect;
  71. [Header("バースト進化選択")]
  72. public SelectBurstDigivolutionEffect selectBurstDigivolutionEffect;
  73. [Header("自動処理チェック(割り込み処理)")]
  74. public AutoProcessing autoProcessing_CutIn;
  75. [Header("ユーザー選択")]
  76. public UserSelectionManager userSelectionManager;
  77. [Header("選択可能なものだけ表示")]
  78. public HideCannotSelectObject hideCannotSelectObject;
  79. [Header("サイドバー")]
  80. public SideBar sideBar;
  81. [Header("UseSkillSE")]
  82. public AudioClip UseSkillSE;
  83. [Header("サイド取得SE")]
  84. public AudioClip GetSideSE;
  85. [Header("DeleteHandSE")]
  86. public AudioClip DeleteHandSE;
  87. [Header("エネルギー追加SE")]
  88. public AudioClip AddEnergySE;
  89. [Header("ShowPlayCardSE")]
  90. public AudioClip ShowPlayCardSE;
  91. [Header("ポケモンプレイ時SE")]
  92. public AudioClip PlayPokemonSE;
  93. [Header("ShuffleSE")]
  94. public AudioClip ShuffleSE;
  95. [Header("DrawSE")]
  96. public AudioClip DrawSE;
  97. [Header("TargetArrowSE")]
  98. public AudioClip TargetArrowSE;
  99. [Header("MoveSE")]
  100. public AudioClip MoveSE;
  101. [Header("気絶SE")]
  102. public AudioClip KnockOutSE;
  103. [Header("ダメージSE")]
  104. public AudioClip DamageSE;
  105. [Header("コイントスSE")]
  106. public AudioClip CointTossSE;
  107. [Header("回復SE")]
  108. public AudioClip HealSE;
  109. [Header("毒SE")]
  110. public AudioClip PoisonSE;
  111. [Header("火傷SE")]
  112. public AudioClip BurnedSE;
  113. [Header("WinSE")]
  114. public AudioClip WinSE;
  115. [Header("LoseSE")]
  116. public AudioClip LoseSE;
  117. [Header("DecisionSE")]
  118. [SerializeField] AudioClip DecisionSE;
  119. [Header("CancelSE")]
  120. [SerializeField] AudioClip CancelSE;
  121. [Header("BGM")]
  122. public List<AudioClip> bgms;
  123. [Header("BGMObject")]
  124. public BGMObject BattleBGM;
  125. [Header("オートモード")]
  126. public bool isAuto;
  127. [Header("進化演出")]
  128. public EvolutionEffectObject EvolutionEffectObject;
  129. [Header("ジョグレス進化演出")]
  130. public JogressEffectObject jogressEffectObject;
  131. [Header("デジクロス演出")]
  132. public DigiXrosEffectObject digiXrosEffectObject;
  133. [Header("バースト進化演出")]
  134. public BurstEffectObject burstEffectObject;
  135. [Header("Background Particle effects")]
  136. [SerializeField] List<ParticleSystem> _backgroundParticles = new List<ParticleSystem>();
  137. [Header("Photon wait controller")]
  138. public PhotonWaitController photonWaitController;
  139. [Header("Gameobjects closed when ending game")]
  140. public List<GameObject> CloseWhenEndingGameObjects = new List<GameObject>();
  141. //Turn progression management state machine
  142. public TurnStateMachine turnStateMachine { get; set; }
  143. public static GManager instance = null;
  144. public bool IsAI { get; private set; } = false;
  145. public int CardIndex { get; set; } = 0;
  146. #region Events
  147. //Cards flipped
  148. public static Action OnReverseOpponentsCardsChanged;
  149. public static Action OnCardFlippedChanged;
  150. public static Action<bool> OnCardSuspendedChanged;
  151. public static Action<Player> OnSecurityStackChanged;
  152. #endregion
  153. private async void Awake()
  154. {
  155. //return;
  156. if (Opening.instance != null)
  157. {
  158. if (Opening.instance.OpeningBGM != null)
  159. {
  160. Opening.instance.OpeningBGM.StopPlayBGM();
  161. }
  162. }
  163. instance = this;
  164. StartCoroutine(AwakeCoroutine());
  165. }
  166. IEnumerator AwakeCoroutine()
  167. {
  168. #if UNITY_EDITOR
  169. #endif
  170. if (!PhotonNetwork.IsConnected)
  171. {
  172. IsAI = true;
  173. }
  174. if (ContinuousController.instance != null)
  175. {
  176. if (ContinuousController.instance.isAI)
  177. {
  178. IsAI = true;
  179. }
  180. }
  181. if (!IsAI)
  182. {
  183. isAuto = false;
  184. }
  185. turnStateMachine = gameObject.AddComponent<TurnStateMachine>();
  186. GetComponent<Effects>().Init();
  187. playLog.Init();
  188. hideCannotSelectObject.Init();
  189. ChangeBackground();
  190. yield return StartCoroutine(Init());
  191. StartCoroutine(turnStateMachine.Init());
  192. StartCoroutine(CheckDisconnect());
  193. if (Opening.instance != null)
  194. {
  195. Opening.instance.openingObject.SetActive(false);
  196. }
  197. Debug.Log("Battle Initialization");
  198. yield return new WaitWhile(() => ContinuousController.instance == null);
  199. ContinuousController.instance.CanSetRandom = true;
  200. }
  201. protected virtual void OnDestroy()
  202. {
  203. if (instance == this)
  204. {
  205. instance = null;
  206. }
  207. }
  208. public void PlayDecisionSE()
  209. {
  210. ContinuousController.instance.PlaySE(DecisionSE);
  211. }
  212. public void PlayCancelSE()
  213. {
  214. ContinuousController.instance.PlaySE(CancelSE);
  215. }
  216. public async void ChangeBackground()
  217. {
  218. Sprite backgroundSprite = await StreamingAssetsUtility.GetSprite("Background_battle");
  219. if (backgroundSprite != null)
  220. {
  221. BackgroundImage.sprite = backgroundSprite;
  222. BackgroundSpriteRenderer.sprite = backgroundSprite;
  223. BackgroundImage.gameObject.SetActive(true);
  224. BackgroundSpriteRenderer.transform.localPosition = new Vector3(-134, BackgroundSpriteRenderer.transform.localPosition.y, -77f);
  225. BackgroundSpriteRenderer.gameObject.SetActive(true);
  226. }
  227. else
  228. {
  229. BackgroundImage.gameObject.SetActive(false);
  230. BackgroundSpriteRenderer.gameObject.SetActive(false);
  231. }
  232. }
  233. IEnumerator CheckDisconnect()
  234. {
  235. if (IsAI)
  236. {
  237. yield break;
  238. }
  239. yield return new WaitWhile(() => turnStateMachine == null);
  240. yield return new WaitForSeconds(5f);
  241. while (true)
  242. {
  243. if (!PhotonNetwork.IsConnected)
  244. {
  245. break;
  246. }
  247. else
  248. {
  249. if (!PhotonNetwork.InRoom)
  250. {
  251. break;
  252. }
  253. else
  254. {
  255. if (PhotonNetwork.CurrentRoom != null)
  256. {
  257. if (PhotonNetwork.PlayerList.Length < 2)
  258. {
  259. break;
  260. }
  261. }
  262. }
  263. }
  264. yield return null;
  265. }
  266. if (!turnStateMachine.endGame)
  267. {
  268. turnStateMachine.EndGame(null, false);
  269. }
  270. }
  271. public IEnumerator Init()
  272. {
  273. yield return StartCoroutine(LoadingObject.StartLoading("Now Loading"));
  274. selectCommandPanel.Off();
  275. BackButton.CloseSelectCommandButton();
  276. resultObject.Init();
  277. commandText.Init();
  278. sideBar.Init();
  279. showTurnPlayerObject.Init();
  280. showPhaseNotificationObject.Init();
  281. OffTargetArrow();
  282. cardDetail.CloseCardDetail();
  283. pokemonDetail.CloseUnitDetail();
  284. selectCardPanel.CloseSelectCardPanel();
  285. yield return StartCoroutine(checkCardPanel.CloseSelectCardPanelCoroutine());
  286. optionPanel.Init();
  287. EvolutionEffectObject.Init();
  288. jogressEffectObject.Init();
  289. digiXrosEffectObject.Init();
  290. burstEffectObject.Init();
  291. }
  292. public void ReturnToTitle()
  293. {
  294. ContinuousController.instance.EndBattle();
  295. }
  296. public void OnClickSurrenderButton()
  297. {
  298. if (turnStateMachine != null)
  299. {
  300. if (turnStateMachine.endGame)
  301. {
  302. return;
  303. }
  304. turnStateMachine.OnClickSurrenderButton();
  305. }
  306. }
  307. public TargetArrow CreateTargetArrow()
  308. {
  309. TargetArrow targetArrow = Instantiate(targetArrowPrefab, targetArrowParent);
  310. return targetArrow;
  311. }
  312. public Coroutine OnTargetArrow(Vector3 InitialPosition, Vector3 targetPosition, FieldPermanentCard StartFieldUnitCard, FieldPermanentCard EndFieldUnitCard)
  313. {
  314. TargetArrow targetArrow = CreateTargetArrow();
  315. return targetArrow.OnTargetArrow(InitialPosition, targetPosition, StartFieldUnitCard, EndFieldUnitCard);
  316. }
  317. public void OffTargetArrow()
  318. {
  319. if (targetArrowParent.childCount > 0)
  320. {
  321. if (targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>() != null)
  322. {
  323. targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>().Destroyed = true;
  324. }
  325. Destroy(targetArrowParent.GetChild(targetArrowParent.childCount - 1).gameObject);
  326. }
  327. }
  328. void Update()
  329. {
  330. if (ContinuousController.instance != null)
  331. {
  332. foreach (ParticleSystem particleSystem in _backgroundParticles)
  333. {
  334. if (particleSystem != null)
  335. {
  336. particleSystem.gameObject.SetActive(ContinuousController.instance.showBackgroundParticle);
  337. }
  338. }
  339. }
  340. AllowAlphaInputs();
  341. }
  342. void AllowAlphaInputs()
  343. {
  344. if (turnStateMachine == null)
  345. return;
  346. if (!Application.version.Contains("a"))
  347. return;
  348. //Draw a card
  349. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.D))
  350. {
  351. photonView.RPC("DrawCardRPC", RpcTarget.Others);
  352. StartCoroutine(DrawCard(You));
  353. }
  354. //Trash a card
  355. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.T))
  356. {
  357. photonView.RPC("TrashCardRPC", RpcTarget.Others);
  358. StartCoroutine(TrashCard(You));
  359. }
  360. //Top deck a card
  361. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.L))
  362. {
  363. photonView.RPC("TopDeckCardRPC", RpcTarget.Others);
  364. StartCoroutine(TopDeckCard(You));
  365. }
  366. //Place Top Security
  367. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.R))
  368. {
  369. photonView.RPC("PlaceInSecurityRPC", RpcTarget.Others);
  370. StartCoroutine(PlaceInSecurity(You));
  371. }
  372. //Gain Memory
  373. if(Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.Equals))
  374. {
  375. photonView.RPC("AlterMemoryRPC", RpcTarget.Others, -1);
  376. StartCoroutine(AlterMemory(You, 1));
  377. }
  378. //Lose Memory
  379. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.Minus))
  380. {
  381. photonView.RPC("AlterMemoryRPC", RpcTarget.Others, 1);
  382. StartCoroutine(AlterMemory(You, -1));
  383. }
  384. }
  385. [PunRPC]
  386. public void DrawCardRPC()
  387. {
  388. StartCoroutine(DrawCard(Opponent));
  389. }
  390. [PunRPC]
  391. public void TrashCardRPC()
  392. {
  393. StartCoroutine(TrashCard(Opponent));
  394. }
  395. [PunRPC]
  396. public void TopDeckCardRPC()
  397. {
  398. StartCoroutine(TopDeckCard(Opponent));
  399. }
  400. [PunRPC]
  401. public void PlaceInSecurityRPC()
  402. {
  403. StartCoroutine(PlaceInSecurity(Opponent));
  404. }
  405. [PunRPC]
  406. public void AlterMemoryRPC(int value)
  407. {
  408. StartCoroutine(AlterMemory(Opponent,value));
  409. }
  410. public IEnumerator DrawCard(Player _player)
  411. {
  412. yield return StartCoroutine(new DrawClass(_player, 1, null).Draw());
  413. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  414. }
  415. IEnumerator AlterMemory(Player _player, int value)
  416. {
  417. yield return StartCoroutine(You.AddMemory(value, null));
  418. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  419. yield return StartCoroutine(autoProcessing.EndTurnCheck());
  420. }
  421. IEnumerator TrashCard(Player _player)
  422. {
  423. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  424. selectHandEffect.SetUp(
  425. selectPlayer: _player,
  426. canTargetCondition: (CardSource) => true,
  427. canTargetCondition_ByPreSelecetedList: null,
  428. canEndSelectCondition: null,
  429. maxCount: _player.HandCards.Count,
  430. canNoSelect: true,
  431. canEndNotMax: true,
  432. isShowOpponent: true,
  433. selectCardCoroutine: null,
  434. afterSelectCardCoroutine: null,
  435. mode: SelectHandEffect.Mode.Discard,
  436. cardEffect: null);
  437. yield return StartCoroutine(selectHandEffect.Activate());
  438. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  439. }
  440. IEnumerator TopDeckCard(Player _player)
  441. {
  442. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  443. selectHandEffect.SetUp(
  444. selectPlayer: _player,
  445. canTargetCondition: (CardSource) => true,
  446. canTargetCondition_ByPreSelecetedList: null,
  447. canEndSelectCondition: null,
  448. maxCount: _player.HandCards.Count,
  449. canNoSelect: true,
  450. canEndNotMax: true,
  451. isShowOpponent: true,
  452. selectCardCoroutine: null,
  453. afterSelectCardCoroutine: null,
  454. mode: SelectHandEffect.Mode.PutLibraryTop,
  455. cardEffect: null);
  456. yield return StartCoroutine(selectHandEffect.Activate());
  457. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  458. }
  459. IEnumerator PlaceInSecurity(Player _player)
  460. {
  461. CardSource selectedSource = null;
  462. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  463. selectHandEffect.SetUp(
  464. selectPlayer: _player,
  465. canTargetCondition: (CardSource) => true,
  466. canTargetCondition_ByPreSelecetedList: null,
  467. canEndSelectCondition: null,
  468. maxCount: 1,
  469. canNoSelect: true,
  470. canEndNotMax: false,
  471. isShowOpponent: true,
  472. selectCardCoroutine: CardSelectCoroutine,
  473. afterSelectCardCoroutine: null,
  474. mode: SelectHandEffect.Mode.Custom,
  475. cardEffect: null);
  476. yield return StartCoroutine(selectHandEffect.Activate());
  477. IEnumerator CardSelectCoroutine(CardSource source)
  478. {
  479. if (source != null)
  480. selectedSource = source;
  481. yield return null;
  482. }
  483. if (selectedSource != null)
  484. {
  485. // Place this card face up as the top security card
  486. yield return StartCoroutine(CardObjectController.AddSecurityCard(selectedSource, toTop: true, faceUp: true));
  487. yield return StartCoroutine(GetComponent<Effects>().CreateRecoveryEffect(selectedSource.Owner));
  488. yield return StartCoroutine(new IAddSecurity(selectedSource.Owner).AddSecurity());
  489. }
  490. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  491. }
  492. }