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. public static Action OnReverseOpponentsCardsChanged;
  152. public static Action OnCardFlippedChanged;
  153. public static Action<bool> OnCardSuspendedChanged;
  154. #endregion
  155. private async void Awake()
  156. {
  157. //return;
  158. if (Opening.instance != null)
  159. {
  160. if (Opening.instance.OpeningBGM != null)
  161. {
  162. Opening.instance.OpeningBGM.StopPlayBGM();
  163. }
  164. }
  165. instance = this;
  166. StartCoroutine(AwakeCoroutine());
  167. }
  168. IEnumerator AwakeCoroutine()
  169. {
  170. #if UNITY_EDITOR
  171. #endif
  172. if (!PhotonNetwork.IsConnected)
  173. {
  174. IsAI = true;
  175. }
  176. if (ContinuousController.instance != null)
  177. {
  178. if (ContinuousController.instance.isAI)
  179. {
  180. IsAI = true;
  181. }
  182. }
  183. if (!IsAI)
  184. {
  185. isAuto = false;
  186. }
  187. turnStateMachine = gameObject.AddComponent<TurnStateMachine>();
  188. GetComponent<Effects>().Init();
  189. playLog.Init();
  190. hideCannotSelectObject.Init();
  191. ChangeBackground();
  192. yield return StartCoroutine(Init());
  193. StartCoroutine(turnStateMachine.Init());
  194. StartCoroutine(CheckDisconnect());
  195. if (Opening.instance != null)
  196. {
  197. Opening.instance.openingObject.SetActive(false);
  198. }
  199. Debug.Log("Battle Initialization");
  200. yield return new WaitWhile(() => ContinuousController.instance == null);
  201. ContinuousController.instance.CanSetRandom = true;
  202. }
  203. protected virtual void OnDestroy()
  204. {
  205. if (instance == this)
  206. {
  207. instance = null;
  208. }
  209. }
  210. public void PlayDecisionSE()
  211. {
  212. ContinuousController.instance.PlaySE(DecisionSE);
  213. }
  214. public void PlayCancelSE()
  215. {
  216. ContinuousController.instance.PlaySE(CancelSE);
  217. }
  218. public async void ChangeBackground()
  219. {
  220. Sprite backgroundSprite = await StreamingAssetsUtility.GetSprite("Background_battle");
  221. if (backgroundSprite != null)
  222. {
  223. BackgroundImage.sprite = backgroundSprite;
  224. BackgroundSpriteRenderer.sprite = backgroundSprite;
  225. BackgroundImage.gameObject.SetActive(true);
  226. BackgroundSpriteRenderer.transform.localPosition = new Vector3(-134, BackgroundSpriteRenderer.transform.localPosition.y, -77f);
  227. BackgroundSpriteRenderer.gameObject.SetActive(true);
  228. }
  229. else
  230. {
  231. BackgroundImage.gameObject.SetActive(false);
  232. BackgroundSpriteRenderer.gameObject.SetActive(false);
  233. }
  234. }
  235. IEnumerator CheckDisconnect()
  236. {
  237. if (IsAI)
  238. {
  239. yield break;
  240. }
  241. yield return new WaitWhile(() => turnStateMachine == null);
  242. yield return new WaitForSeconds(5f);
  243. while (true)
  244. {
  245. if (!PhotonNetwork.IsConnected)
  246. {
  247. break;
  248. }
  249. else
  250. {
  251. if (!PhotonNetwork.InRoom)
  252. {
  253. break;
  254. }
  255. else
  256. {
  257. if (PhotonNetwork.CurrentRoom != null)
  258. {
  259. if (PhotonNetwork.PlayerList.Length < 2)
  260. {
  261. break;
  262. }
  263. }
  264. }
  265. }
  266. yield return null;
  267. }
  268. if (!turnStateMachine.endGame)
  269. {
  270. turnStateMachine.EndGame(null, false);
  271. }
  272. }
  273. public IEnumerator Init()
  274. {
  275. yield return StartCoroutine(LoadingObject.StartLoading("Now Loading"));
  276. selectCommandPanel.Off();
  277. BackButton.CloseSelectCommandButton();
  278. resultObject.Init();
  279. commandText.Init();
  280. sideBar.Init();
  281. showTurnPlayerObject.Init();
  282. showPhaseNotificationObject.Init();
  283. OffTargetArrow();
  284. cardDetail.CloseCardDetail();
  285. pokemonDetail.CloseUnitDetail();
  286. selectCardPanel.CloseSelectCardPanel();
  287. yield return StartCoroutine(checkCardPanel.CloseSelectCardPanelCoroutine());
  288. optionPanel.Init();
  289. EvolutionEffectObject.Init();
  290. jogressEffectObject.Init();
  291. digiXrosEffectObject.Init();
  292. burstEffectObject.Init();
  293. }
  294. public void ReturnToTitle()
  295. {
  296. ContinuousController.instance.EndBattle();
  297. }
  298. public void OnClickSurrenderButton()
  299. {
  300. if (turnStateMachine != null)
  301. {
  302. if (turnStateMachine.endGame)
  303. {
  304. return;
  305. }
  306. turnStateMachine.OnClickSurrenderButton();
  307. }
  308. }
  309. public TargetArrow CreateTargetArrow()
  310. {
  311. TargetArrow targetArrow = Instantiate(targetArrowPrefab, targetArrowParent);
  312. return targetArrow;
  313. }
  314. public Coroutine OnTargetArrow(Vector3 InitialPosition, Vector3 targetPosition, FieldPermanentCard StartFieldUnitCard, FieldPermanentCard EndFieldUnitCard)
  315. {
  316. TargetArrow targetArrow = CreateTargetArrow();
  317. return targetArrow.OnTargetArrow(InitialPosition, targetPosition, StartFieldUnitCard, EndFieldUnitCard);
  318. }
  319. public void OffTargetArrow()
  320. {
  321. if (targetArrowParent.childCount > 0)
  322. {
  323. if (targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>() != null)
  324. {
  325. targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>().Destroyed = true;
  326. }
  327. Destroy(targetArrowParent.GetChild(targetArrowParent.childCount - 1).gameObject);
  328. }
  329. }
  330. void Update()
  331. {
  332. if (ContinuousController.instance != null)
  333. {
  334. foreach (ParticleSystem particleSystem in _backgroundParticles)
  335. {
  336. if (particleSystem != null)
  337. {
  338. particleSystem.gameObject.SetActive(ContinuousController.instance.showBackgroundParticle);
  339. }
  340. }
  341. }
  342. }
  343. }