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