GManager.cs 11 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using UnityEngine.SceneManagement;
  6. using System.Linq;
  7. using Photon;
  8. using Photon.Pun;
  9. using System.IO;
  10. using System;
  11. public class GManager : MonoBehaviour
  12. {
  13. [Header("あなた")]
  14. public Player You;
  15. [Header("対戦相手")]
  16. public Player Opponent;
  17. [Header("CardSourceプレハブ")]
  18. public CardSource CardPrefab;
  19. [Header("場のポケモンカードプレハブ")]
  20. public FieldPermanentCard fieldCardPrefab;
  21. [Header("手札のカードプレハブ")]
  22. public HandCard handCardPrefab;
  23. [Header("読み込み中オブジェクト")]
  24. public LoadingObject LoadingObject;
  25. [Header("コマンド選択パネル")]
  26. public SelectCommandPanel selectCommandPanel;
  27. [Header("戻るボタン")]
  28. public SelectCommand BackButton;
  29. [Header("結果表示オブジェクト")]
  30. public ResultObject resultObject;
  31. [Header("メッセージテキスト")]
  32. public CommandText commandText;
  33. [Header("ターンプレイヤー表示")]
  34. public ShowTurnPlayerObject showTurnPlayerObject;
  35. [Header("フェイズ通知")]
  36. public ShowPhaseNotificationObject showPhaseNotificationObject;
  37. [Header("キャンバス")]
  38. public Canvas canvas;
  39. [Header("キャンバス2")]
  40. public Canvas canvas2;
  41. [Header("カード詳細")]
  42. public CardDetail cardDetail;
  43. [Header("パーマネント詳細")]
  44. public PermanentDetail pokemonDetail;
  45. [Header("カード選択パネル")]
  46. public SelectCardPanel selectCardPanel;
  47. [Header("カード確認パネル")]
  48. public CheckCardPanel checkCardPanel;
  49. [Header("次のフェイズに進むボタン")]
  50. public NextPhaseButton nextPhaseButton;
  51. [Header("設定パネル")]
  52. public OptionPanel optionPanel;
  53. [Header("ターゲット矢印プレハブ")]
  54. public TargetArrow targetArrowPrefab;
  55. [Header("ターゲット矢印親")]
  56. public Transform targetArrowParent;
  57. [Header("Camera")]
  58. public Camera camara;
  59. [Header("StartBattleSE")]
  60. public AudioClip StartBattleSE;
  61. [Header("自動処理チェック")]
  62. public AutoProcessing autoProcessing;
  63. [Header("プレイログ")]
  64. public PlayLog playLog;
  65. [Header("メモリー")]
  66. public MemoryObject memoryObject;
  67. [Header("背景")]
  68. public Image BackgroundImage;
  69. [Header("背景")]
  70. public SpriteRenderer BackgroundSpriteRenderer;
  71. [Header("攻撃処理")]
  72. public AttackProcess attackProcess;
  73. [Header("ジョグレス選択")]
  74. public SelectJogressEffect selectJogressEffect;
  75. [Header("バースト進化選択")]
  76. public SelectBurstDigivolutionEffect selectBurstDigivolutionEffect;
  77. [Header("自動処理チェック(割り込み処理)")]
  78. public AutoProcessing autoProcessing_CutIn;
  79. [Header("ユーザー選択")]
  80. public UserSelectionManager userSelectionManager;
  81. [Header("選択可能なものだけ表示")]
  82. public HideCannotSelectObject hideCannotSelectObject;
  83. [Header("サイドバー")]
  84. public SideBar sideBar;
  85. [Header("UseSkillSE")]
  86. public AudioClip UseSkillSE;
  87. [Header("サイド取得SE")]
  88. public AudioClip GetSideSE;
  89. [Header("DeleteHandSE")]
  90. public AudioClip DeleteHandSE;
  91. [Header("エネルギー追加SE")]
  92. public AudioClip AddEnergySE;
  93. [Header("ShowPlayCardSE")]
  94. public AudioClip ShowPlayCardSE;
  95. [Header("ポケモンプレイ時SE")]
  96. public AudioClip PlayPokemonSE;
  97. [Header("ShuffleSE")]
  98. public AudioClip ShuffleSE;
  99. [Header("DrawSE")]
  100. public AudioClip DrawSE;
  101. [Header("TargetArrowSE")]
  102. public AudioClip TargetArrowSE;
  103. [Header("MoveSE")]
  104. public AudioClip MoveSE;
  105. [Header("気絶SE")]
  106. public AudioClip KnockOutSE;
  107. [Header("ダメージSE")]
  108. public AudioClip DamageSE;
  109. [Header("コイントスSE")]
  110. public AudioClip CointTossSE;
  111. [Header("回復SE")]
  112. public AudioClip HealSE;
  113. [Header("毒SE")]
  114. public AudioClip PoisonSE;
  115. [Header("火傷SE")]
  116. public AudioClip BurnedSE;
  117. [Header("WinSE")]
  118. public AudioClip WinSE;
  119. [Header("LoseSE")]
  120. public AudioClip LoseSE;
  121. [Header("DecisionSE")]
  122. [SerializeField] AudioClip DecisionSE;
  123. [Header("CancelSE")]
  124. [SerializeField] AudioClip CancelSE;
  125. [Header("BGM")]
  126. public List<AudioClip> bgms;
  127. [Header("BGMObject")]
  128. public BGMObject BattleBGM;
  129. [Header("オートモード")]
  130. public bool isAuto;
  131. [Header("進化演出")]
  132. public EvolutionEffectObject EvolutionEffectObject;
  133. [Header("ジョグレス進化演出")]
  134. public JogressEffectObject jogressEffectObject;
  135. [Header("デジクロス演出")]
  136. public DigiXrosEffectObject digiXrosEffectObject;
  137. [Header("バースト進化演出")]
  138. public BurstEffectObject burstEffectObject;
  139. [Header("Background Particle effects")]
  140. [SerializeField] List<ParticleSystem> _backgroundParticles = new List<ParticleSystem>();
  141. [Header("Photon wait controller")]
  142. public PhotonWaitController photonWaitController;
  143. [Header("Gameobjects closed when ending game")]
  144. public List<GameObject> CloseWhenEndingGameObjects = new List<GameObject>();
  145. //Turn progression management state machine
  146. public TurnStateMachine turnStateMachine { get; set; }
  147. public static GManager instance = null;
  148. public bool IsAI { get; private set; } = false;
  149. public int CardIndex { get; set; } = 0;
  150. #region Events
  151. //Cards flipped
  152. public static Action OnReverseOpponentsCardsChanged;
  153. public static Action OnCardFlippedChanged;
  154. public static Action<bool> OnCardSuspendedChanged;
  155. #endregion
  156. private async void Awake()
  157. {
  158. //return;
  159. if (Opening.instance != null)
  160. {
  161. if (Opening.instance.OpeningBGM != null)
  162. {
  163. Opening.instance.OpeningBGM.StopPlayBGM();
  164. }
  165. }
  166. instance = this;
  167. StartCoroutine(AwakeCoroutine());
  168. }
  169. IEnumerator AwakeCoroutine()
  170. {
  171. #if UNITY_EDITOR
  172. #endif
  173. if (!PhotonNetwork.IsConnected)
  174. {
  175. IsAI = true;
  176. }
  177. if (ContinuousController.instance != null)
  178. {
  179. if (ContinuousController.instance.isAI)
  180. {
  181. IsAI = true;
  182. }
  183. }
  184. if (!IsAI)
  185. {
  186. isAuto = false;
  187. }
  188. turnStateMachine = gameObject.AddComponent<TurnStateMachine>();
  189. GetComponent<Effects>().Init();
  190. playLog.Init();
  191. hideCannotSelectObject.Init();
  192. ChangeBackground();
  193. yield return StartCoroutine(Init());
  194. StartCoroutine(turnStateMachine.Init());
  195. StartCoroutine(CheckDisconnect());
  196. if (Opening.instance != null)
  197. {
  198. Opening.instance.openingObject.SetActive(false);
  199. }
  200. Debug.Log("Battle Initialization");
  201. yield return new WaitWhile(() => ContinuousController.instance == null);
  202. ContinuousController.instance.CanSetRandom = true;
  203. }
  204. protected virtual void OnDestroy()
  205. {
  206. if (instance == this)
  207. {
  208. instance = null;
  209. }
  210. }
  211. public void PlayDecisionSE()
  212. {
  213. ContinuousController.instance.PlaySE(DecisionSE);
  214. }
  215. public void PlayCancelSE()
  216. {
  217. ContinuousController.instance.PlaySE(CancelSE);
  218. }
  219. public async void ChangeBackground()
  220. {
  221. Sprite backgroundSprite = await StreamingAssetsUtility.GetSprite("Background_battle");
  222. if (backgroundSprite != null)
  223. {
  224. BackgroundImage.sprite = backgroundSprite;
  225. BackgroundSpriteRenderer.sprite = backgroundSprite;
  226. BackgroundImage.gameObject.SetActive(true);
  227. BackgroundSpriteRenderer.transform.localPosition = new Vector3(-134, BackgroundSpriteRenderer.transform.localPosition.y, -77f);
  228. BackgroundSpriteRenderer.gameObject.SetActive(true);
  229. }
  230. else
  231. {
  232. BackgroundImage.gameObject.SetActive(false);
  233. BackgroundSpriteRenderer.gameObject.SetActive(false);
  234. }
  235. }
  236. IEnumerator CheckDisconnect()
  237. {
  238. if (IsAI)
  239. {
  240. yield break;
  241. }
  242. yield return new WaitWhile(() => turnStateMachine == null);
  243. yield return new WaitForSeconds(5f);
  244. while (true)
  245. {
  246. if (!PhotonNetwork.IsConnected)
  247. {
  248. break;
  249. }
  250. else
  251. {
  252. if (!PhotonNetwork.InRoom)
  253. {
  254. break;
  255. }
  256. else
  257. {
  258. if (PhotonNetwork.CurrentRoom != null)
  259. {
  260. if (PhotonNetwork.PlayerList.Length < 2)
  261. {
  262. break;
  263. }
  264. }
  265. }
  266. }
  267. yield return null;
  268. }
  269. if (!turnStateMachine.endGame)
  270. {
  271. turnStateMachine.EndGame(null, false);
  272. }
  273. }
  274. public IEnumerator Init()
  275. {
  276. yield return StartCoroutine(LoadingObject.StartLoading("Now Loading"));
  277. selectCommandPanel.Off();
  278. BackButton.CloseSelectCommandButton();
  279. resultObject.Init();
  280. commandText.Init();
  281. sideBar.Init();
  282. showTurnPlayerObject.Init();
  283. showPhaseNotificationObject.Init();
  284. OffTargetArrow();
  285. cardDetail.CloseCardDetail();
  286. pokemonDetail.CloseUnitDetail();
  287. selectCardPanel.CloseSelectCardPanel();
  288. yield return StartCoroutine(checkCardPanel.CloseSelectCardPanelCoroutine());
  289. optionPanel.Init();
  290. EvolutionEffectObject.Init();
  291. jogressEffectObject.Init();
  292. digiXrosEffectObject.Init();
  293. burstEffectObject.Init();
  294. }
  295. public void ReturnToTitle()
  296. {
  297. ContinuousController.instance.EndBattle();
  298. }
  299. public void OnClickSurrenderButton()
  300. {
  301. if (turnStateMachine != null)
  302. {
  303. if (turnStateMachine.endGame)
  304. {
  305. return;
  306. }
  307. turnStateMachine.OnClickSurrenderButton();
  308. }
  309. }
  310. public TargetArrow CreateTargetArrow()
  311. {
  312. TargetArrow targetArrow = Instantiate(targetArrowPrefab, targetArrowParent);
  313. return targetArrow;
  314. }
  315. public Coroutine OnTargetArrow(Vector3 InitialPosition, Vector3 targetPosition, FieldPermanentCard StartFieldUnitCard, FieldPermanentCard EndFieldUnitCard)
  316. {
  317. TargetArrow targetArrow = CreateTargetArrow();
  318. return targetArrow.OnTargetArrow(InitialPosition, targetPosition, StartFieldUnitCard, EndFieldUnitCard);
  319. }
  320. public void OffTargetArrow()
  321. {
  322. if (targetArrowParent.childCount > 0)
  323. {
  324. if (targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>() != null)
  325. {
  326. targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>().Destroyed = true;
  327. }
  328. Destroy(targetArrowParent.GetChild(targetArrowParent.childCount - 1).gameObject);
  329. }
  330. }
  331. void Update()
  332. {
  333. if (ContinuousController.instance != null)
  334. {
  335. foreach (ParticleSystem particleSystem in _backgroundParticles)
  336. {
  337. if (particleSystem != null)
  338. {
  339. particleSystem.gameObject.SetActive(ContinuousController.instance.showBackgroundParticle);
  340. }
  341. }
  342. }
  343. }
  344. }