GManager.cs 18 KB

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  1. using Photon.Pun;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using UnityEngine;
  7. using UnityEngine.UI;
  8. [RequireComponent(typeof(Effects))]
  9. public class GManager : MonoBehaviourPun
  10. {
  11. private static WaitForSeconds _waitForSeconds5 = new WaitForSeconds(5f);
  12. [Header("あなた")]
  13. public Player You;
  14. [Header("対戦相手")]
  15. public Player Opponent;
  16. [Header("CardSourceプレハブ")]
  17. public CardSource CardPrefab;
  18. [Header("場のポケモンカードプレハブ")]
  19. public FieldPermanentCard fieldCardPrefab;
  20. [Header("手札のカードプレハブ")]
  21. public HandCard handCardPrefab;
  22. [Header("読み込み中オブジェクト")]
  23. public LoadingObject LoadingObject;
  24. [Header("コマンド選択パネル")]
  25. public SelectCommandPanel selectCommandPanel;
  26. [Header("戻るボタン")]
  27. public SelectCommand BackButton;
  28. [Header("結果表示オブジェクト")]
  29. public ResultObject resultObject;
  30. [Header("メッセージテキスト")]
  31. public CommandText commandText;
  32. [Header("ターンプレイヤー表示")]
  33. public ShowTurnPlayerObject showTurnPlayerObject;
  34. [Header("フェイズ通知")]
  35. public ShowPhaseNotificationObject showPhaseNotificationObject;
  36. [Header("キャンバス")]
  37. public Canvas canvas;
  38. [Header("キャンバス2")]
  39. public Canvas canvas2;
  40. [Header("カード詳細")]
  41. public CardDetail cardDetail;
  42. [Header("パーマネント詳細")]
  43. public PermanentDetail pokemonDetail;
  44. [Header("カード選択パネル")]
  45. public SelectCardPanel selectCardPanel;
  46. [Header("カード確認パネル")]
  47. public CheckCardPanel checkCardPanel;
  48. [Header("次のフェイズに進むボタン")]
  49. public NextPhaseButton nextPhaseButton;
  50. [Header("設定パネル")]
  51. public OptionPanel optionPanel;
  52. [Header("ターゲット矢印プレハブ")]
  53. public TargetArrow targetArrowPrefab;
  54. [Header("ターゲット矢印親")]
  55. public Transform targetArrowParent;
  56. [Header("Camera")]
  57. public Camera camara;
  58. [Header("StartBattleSE")]
  59. public AudioClip StartBattleSE;
  60. [Header("自動処理チェック")]
  61. public AutoProcessing autoProcessing;
  62. [Header("プレイログ")]
  63. public PlayLog playLog;
  64. [Header("メモリー")]
  65. public MemoryObject memoryObject;
  66. [Header("背景")]
  67. public Image BackgroundImage;
  68. [Header("背景")]
  69. public SpriteRenderer BackgroundSpriteRenderer;
  70. [Header("攻撃処理")]
  71. public AttackProcess attackProcess;
  72. [Header("ジョグレス選択")]
  73. public SelectJogressEffect selectJogressEffect;
  74. public SelectDNACondition selectDNACondition;
  75. [Header("burst evolution selection")]
  76. public SelectBurstDigivolutionEffect selectBurstDigivolutionEffect;
  77. [Header("app fusion selection")]
  78. public SelectAppFusionEffect selectAppFusionEffect;
  79. [Header("自動処理チェック(割り込み処理)")]
  80. public AutoProcessing autoProcessing_CutIn;
  81. [Header("ユーザー選択")]
  82. public UserSelectionManager userSelectionManager;
  83. [Header("選択可能なものだけ表示")]
  84. public HideCannotSelectObject hideCannotSelectObject;
  85. [Header("サイドバー")]
  86. public SideBar sideBar;
  87. [Header("UseSkillSE")]
  88. public AudioClip UseSkillSE;
  89. [Header("サイド取得SE")]
  90. public AudioClip GetSideSE;
  91. [Header("DeleteHandSE")]
  92. public AudioClip DeleteHandSE;
  93. [Header("エネルギー追加SE")]
  94. public AudioClip AddEnergySE;
  95. [Header("ShowPlayCardSE")]
  96. public AudioClip ShowPlayCardSE;
  97. [Header("ポケモンプレイ時SE")]
  98. public AudioClip PlayPokemonSE;
  99. [Header("ShuffleSE")]
  100. public AudioClip ShuffleSE;
  101. [Header("DrawSE")]
  102. public AudioClip DrawSE;
  103. [Header("TargetArrowSE")]
  104. public AudioClip TargetArrowSE;
  105. [Header("MoveSE")]
  106. public AudioClip MoveSE;
  107. [Header("気絶SE")]
  108. public AudioClip KnockOutSE;
  109. [Header("ダメージSE")]
  110. public AudioClip DamageSE;
  111. [Header("コイントスSE")]
  112. public AudioClip CointTossSE;
  113. [Header("回復SE")]
  114. public AudioClip HealSE;
  115. [Header("毒SE")]
  116. public AudioClip PoisonSE;
  117. [Header("火傷SE")]
  118. public AudioClip BurnedSE;
  119. [Header("WinSE")]
  120. public AudioClip WinSE;
  121. [Header("LoseSE")]
  122. public AudioClip LoseSE;
  123. [Header("DecisionSE")]
  124. [SerializeField] AudioClip DecisionSE;
  125. [Header("CancelSE")]
  126. [SerializeField] AudioClip CancelSE;
  127. [Header("BGM")]
  128. public List<AudioClip> bgms;
  129. [Header("BGMObject")]
  130. public BGMObject BattleBGM;
  131. [Header("オートモード")]
  132. public bool isAuto;
  133. [Header("進化演出")]
  134. public EvolutionEffectObject EvolutionEffectObject;
  135. [Header("ジョグレス進化演出")]
  136. public JogressEffectObject jogressEffectObject;
  137. [Header("デジクロス演出")]
  138. public DigiXrosEffectObject digiXrosEffectObject;
  139. [Header("バースト進化演出")]
  140. public BurstEffectObject burstEffectObject;
  141. [Header("Background Particle effects")]
  142. [SerializeField] List<ParticleSystem> _backgroundParticles = new List<ParticleSystem>();
  143. [Header("Photon wait controller")]
  144. public PhotonWaitController photonWaitController;
  145. [Header("Gameobjects closed when ending game")]
  146. public List<GameObject> CloseWhenEndingGameObjects = new List<GameObject>();
  147. //Turn progression management state machine
  148. public TurnStateMachine turnStateMachine { get; set; }
  149. public static GManager instance = null;
  150. public bool IsAI { get; private set; } = false;
  151. public int CardIndex { get; set; } = 0;
  152. public bool ActivateShortcuts = false;
  153. #region Events
  154. //Cards flipped
  155. public static Action OnReverseOpponentsCardsChanged;
  156. public static Action OnCardFlippedChanged;
  157. public static Action<Player> OnSecurityStackChanged;
  158. #endregion
  159. private async void Awake()
  160. {
  161. //return;
  162. if (Opening.instance != null)
  163. {
  164. if (Opening.instance.OpeningBGM != null)
  165. {
  166. Opening.instance.OpeningBGM.StopPlayBGM();
  167. }
  168. }
  169. instance = this;
  170. StartCoroutine(AwakeCoroutine());
  171. }
  172. IEnumerator AwakeCoroutine()
  173. {
  174. #if UNITY_EDITOR
  175. #endif
  176. if (!PhotonNetwork.IsConnected)
  177. {
  178. IsAI = true;
  179. }
  180. if (ContinuousController.instance != null)
  181. {
  182. if (ContinuousController.instance.isAI)
  183. {
  184. IsAI = true;
  185. }
  186. }
  187. if (!IsAI)
  188. {
  189. isAuto = false;
  190. }
  191. turnStateMachine = gameObject.AddComponent<TurnStateMachine>();
  192. GetComponent<Effects>().Init();
  193. playLog.Init();
  194. hideCannotSelectObject.Init();
  195. ChangeBackground();
  196. yield return StartCoroutine(Init());
  197. StartCoroutine(turnStateMachine.Init());
  198. StartCoroutine(CheckDisconnect());
  199. if (Opening.instance != null)
  200. {
  201. Opening.instance.openingObject.SetActive(false);
  202. }
  203. Debug.Log("Battle Initialization");
  204. yield return new WaitWhile(() => ContinuousController.instance == null);
  205. ContinuousController.instance.CanSetRandom = true;
  206. }
  207. protected virtual void OnDestroy()
  208. {
  209. if (instance == this)
  210. {
  211. instance = null;
  212. }
  213. }
  214. public void PlayDecisionSE()
  215. {
  216. ContinuousController.instance.PlaySE(DecisionSE);
  217. }
  218. public void PlayCancelSE()
  219. {
  220. ContinuousController.instance.PlaySE(CancelSE);
  221. }
  222. public async void ChangeBackground()
  223. {
  224. Sprite backgroundSprite = await StreamingAssetsUtility.GetSprite("Background_battle");
  225. if (backgroundSprite != null)
  226. {
  227. BackgroundImage.sprite = backgroundSprite;
  228. BackgroundSpriteRenderer.sprite = backgroundSprite;
  229. BackgroundImage.gameObject.SetActive(true);
  230. BackgroundSpriteRenderer.transform.localPosition = new Vector3(-134, BackgroundSpriteRenderer.transform.localPosition.y, -77f);
  231. BackgroundSpriteRenderer.gameObject.SetActive(true);
  232. }
  233. else
  234. {
  235. BackgroundImage.gameObject.SetActive(false);
  236. BackgroundSpriteRenderer.gameObject.SetActive(false);
  237. }
  238. }
  239. IEnumerator CheckDisconnect()
  240. {
  241. if (IsAI)
  242. {
  243. yield break;
  244. }
  245. yield return new WaitWhile(() => turnStateMachine == null);
  246. yield return _waitForSeconds5;
  247. while (true)
  248. {
  249. if (!PhotonNetwork.IsConnected)
  250. {
  251. break;
  252. }
  253. else
  254. {
  255. if (!PhotonNetwork.InRoom)
  256. {
  257. break;
  258. }
  259. else
  260. {
  261. if (PhotonNetwork.CurrentRoom != null)
  262. {
  263. if (PhotonNetwork.PlayerList.Length < 2)
  264. {
  265. break;
  266. }
  267. }
  268. }
  269. }
  270. yield return null;
  271. }
  272. if (!turnStateMachine.endGame)
  273. {
  274. turnStateMachine.EndGame(null, false);
  275. }
  276. }
  277. public IEnumerator Init()
  278. {
  279. yield return StartCoroutine(LoadingObject.StartLoading("Now Loading"));
  280. selectCommandPanel.Off();
  281. BackButton.CloseSelectCommandButton();
  282. resultObject.Init();
  283. commandText.Init();
  284. sideBar.Init();
  285. showTurnPlayerObject.Init();
  286. showPhaseNotificationObject.Init();
  287. OffTargetArrow();
  288. cardDetail.CloseCardDetail();
  289. pokemonDetail.CloseUnitDetail();
  290. selectCardPanel.CloseSelectCardPanel();
  291. yield return StartCoroutine(checkCardPanel.CloseSelectCardPanelCoroutine());
  292. optionPanel.Init();
  293. EvolutionEffectObject.Init();
  294. jogressEffectObject.Init();
  295. digiXrosEffectObject.Init();
  296. burstEffectObject.Init();
  297. }
  298. public void ReturnToTitle()
  299. {
  300. ContinuousController.instance.EndBattle();
  301. }
  302. public void ReportBug()
  303. {
  304. Application.OpenURL("https://forms.gle/GhZgGVJS1qLeUMcG8");
  305. }
  306. public void OnClickSurrenderButton()
  307. {
  308. if (turnStateMachine != null)
  309. {
  310. if (turnStateMachine.endGame)
  311. {
  312. return;
  313. }
  314. turnStateMachine.OnClickSurrenderButton();
  315. }
  316. }
  317. public TargetArrow CreateTargetArrow()
  318. {
  319. TargetArrow targetArrow = Instantiate(targetArrowPrefab, targetArrowParent);
  320. return targetArrow;
  321. }
  322. public Coroutine OnTargetArrow(Vector3 InitialPosition, Vector3 targetPosition, FieldPermanentCard StartFieldUnitCard, FieldPermanentCard EndFieldUnitCard)
  323. {
  324. TargetArrow targetArrow = CreateTargetArrow();
  325. return targetArrow.OnTargetArrow(InitialPosition, targetPosition, StartFieldUnitCard, EndFieldUnitCard);
  326. }
  327. public void OffTargetArrow()
  328. {
  329. if (targetArrowParent.childCount > 0)
  330. {
  331. if (targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>() != null)
  332. {
  333. targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>().Destroyed = true;
  334. }
  335. Destroy(targetArrowParent.GetChild(targetArrowParent.childCount - 1).gameObject);
  336. }
  337. }
  338. void Update()
  339. {
  340. if (ContinuousController.instance != null)
  341. {
  342. foreach (ParticleSystem particleSystem in _backgroundParticles)
  343. {
  344. if (particleSystem != null)
  345. {
  346. particleSystem.gameObject.SetActive(ContinuousController.instance.showBackgroundParticle);
  347. }
  348. }
  349. }
  350. if (Input.GetKey(KeyCode.LeftControl) &&
  351. Input.GetKey(KeyCode.LeftShift) &&
  352. Input.GetKey(KeyCode.LeftAlt) &&
  353. Input.GetKeyDown(KeyCode.A))
  354. ActivateShortcuts = !ActivateShortcuts;
  355. AllowAlphaInputs();
  356. }
  357. public Player GetPlayerFromID(int playerID)
  358. {
  359. if (You.PlayerID == playerID)
  360. {
  361. return You;
  362. }
  363. else if (Opponent.PlayerID == playerID)
  364. {
  365. return Opponent;
  366. }
  367. return null;
  368. }
  369. #region Cheats
  370. public bool AllowCheats()
  371. {
  372. return !ContinuousController.instance.isRandomMatch || ContinuousController.instance.isAI;
  373. }
  374. void AllowAlphaInputs()
  375. {
  376. if (!AllowCheats())
  377. return;
  378. if (turnStateMachine == null)
  379. return;
  380. if (!ActivateShortcuts)
  381. return;
  382. //Draw a card
  383. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.D))
  384. {
  385. turnStateMachine.QueueMainPhaseAction(You, new CheatAction(You.PlayerID, CheatAction.Type.Draw));
  386. }
  387. //Trash a card
  388. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.T))
  389. {
  390. turnStateMachine.QueueMainPhaseAction(You, new CheatAction(You.PlayerID, CheatAction.Type.TrashCard));
  391. }
  392. //Top deck a card
  393. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.L))
  394. {
  395. turnStateMachine.QueueMainPhaseAction(You, new CheatAction(You.PlayerID, CheatAction.Type.PlaceCardOnDeck));
  396. }
  397. //Place Top Security
  398. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.R))
  399. {
  400. bool keyInput = Input.GetKey(KeyCode.LeftShift);
  401. if (keyInput)
  402. {
  403. turnStateMachine.QueueMainPhaseAction(You, new CheatAction(You.PlayerID, CheatAction.Type.PlaceCardInSecurity));
  404. }
  405. else
  406. {
  407. turnStateMachine.QueueMainPhaseAction(You, new CheatAction(You.PlayerID, CheatAction.Type.PlaceCardInSecurityFaceup));
  408. }
  409. }
  410. //Gain Memory
  411. if(Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.Equals))
  412. {
  413. turnStateMachine.QueueMainPhaseAction(You, new CheatAction(You.PlayerID, CheatAction.Type.GainMemory));
  414. }
  415. //Lose Memory
  416. if (Input.GetKey(KeyCode.LeftControl) && Input.GetKeyDown(KeyCode.Minus))
  417. {
  418. turnStateMachine.QueueMainPhaseAction(You, new CheatAction(You.PlayerID, CheatAction.Type.LoseMemory));
  419. }
  420. }
  421. public IEnumerator DrawCard(Player _player)
  422. {
  423. yield return StartCoroutine(new DrawClass(_player, 1, null).Draw());
  424. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  425. }
  426. public IEnumerator AlterMemory(Player _player, int value)
  427. {
  428. yield return StartCoroutine(_player.AddMemory(value, null));
  429. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  430. yield return StartCoroutine(autoProcessing.EndTurnCheck());
  431. }
  432. public IEnumerator TrashCard(Player _player)
  433. {
  434. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  435. selectHandEffect.SetUp(
  436. selectPlayer: _player,
  437. canTargetCondition: (CardSource) => true,
  438. canTargetCondition_ByPreSelecetedList: null,
  439. canEndSelectCondition: null,
  440. maxCount: _player.HandCards.Count,
  441. canNoSelect: true,
  442. canEndNotMax: true,
  443. isShowOpponent: true,
  444. selectCardCoroutine: null,
  445. afterSelectCardCoroutine: null,
  446. mode: SelectHandEffect.Mode.Discard,
  447. cardEffect: null);
  448. yield return StartCoroutine(selectHandEffect.Activate());
  449. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  450. }
  451. public IEnumerator TopDeckCard(Player _player)
  452. {
  453. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  454. selectHandEffect.SetUp(
  455. selectPlayer: _player,
  456. canTargetCondition: (CardSource) => true,
  457. canTargetCondition_ByPreSelecetedList: null,
  458. canEndSelectCondition: null,
  459. maxCount: _player.HandCards.Count,
  460. canNoSelect: true,
  461. canEndNotMax: true,
  462. isShowOpponent: true,
  463. selectCardCoroutine: null,
  464. afterSelectCardCoroutine: null,
  465. mode: SelectHandEffect.Mode.PutLibraryTop,
  466. cardEffect: null);
  467. yield return StartCoroutine(selectHandEffect.Activate());
  468. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  469. }
  470. public IEnumerator PlaceInSecurity(Player _player, bool placeFaceup)
  471. {
  472. CardSource selectedSource = null;
  473. SelectHandEffect selectHandEffect = GManager.instance.GetComponent<SelectHandEffect>();
  474. selectHandEffect.SetUp(
  475. selectPlayer: _player,
  476. canTargetCondition: (CardSource) => true,
  477. canTargetCondition_ByPreSelecetedList: null,
  478. canEndSelectCondition: null,
  479. maxCount: 1,
  480. canNoSelect: true,
  481. canEndNotMax: false,
  482. isShowOpponent: true,
  483. selectCardCoroutine: CardSelectCoroutine,
  484. afterSelectCardCoroutine: null,
  485. mode: SelectHandEffect.Mode.Custom,
  486. cardEffect: null);
  487. yield return StartCoroutine(selectHandEffect.Activate());
  488. IEnumerator CardSelectCoroutine(CardSource source)
  489. {
  490. if (source != null)
  491. selectedSource = source;
  492. yield return null;
  493. }
  494. if (selectedSource != null)
  495. {
  496. // Place this card face up as the top security card
  497. yield return StartCoroutine(CardObjectController.AddSecurityCard(selectedSource, toTop: true, faceUp: placeFaceup));
  498. }
  499. yield return StartCoroutine(turnStateMachine.SetMainPhase());
  500. }
  501. #endregion
  502. }