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. public class GManager : MonoBehaviour
  11. {
  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. [Header("バースト進化選択")]
  75. public SelectBurstDigivolutionEffect selectBurstDigivolutionEffect;
  76. [Header("自動処理チェック(割り込み処理)")]
  77. public AutoProcessing autoProcessing_CutIn;
  78. [Header("ユーザー選択")]
  79. public UserSelectionManager userSelectionManager;
  80. [Header("選択可能なものだけ表示")]
  81. public HideCannotSelectObject hideCannotSelectObject;
  82. [Header("サイドバー")]
  83. public SideBar sideBar;
  84. [Header("UseSkillSE")]
  85. public AudioClip UseSkillSE;
  86. [Header("サイド取得SE")]
  87. public AudioClip GetSideSE;
  88. [Header("DeleteHandSE")]
  89. public AudioClip DeleteHandSE;
  90. [Header("エネルギー追加SE")]
  91. public AudioClip AddEnergySE;
  92. [Header("ShowPlayCardSE")]
  93. public AudioClip ShowPlayCardSE;
  94. [Header("ポケモンプレイ時SE")]
  95. public AudioClip PlayPokemonSE;
  96. [Header("ShuffleSE")]
  97. public AudioClip ShuffleSE;
  98. [Header("DrawSE")]
  99. public AudioClip DrawSE;
  100. [Header("TargetArrowSE")]
  101. public AudioClip TargetArrowSE;
  102. [Header("MoveSE")]
  103. public AudioClip MoveSE;
  104. [Header("気絶SE")]
  105. public AudioClip KnockOutSE;
  106. [Header("ダメージSE")]
  107. public AudioClip DamageSE;
  108. [Header("コイントスSE")]
  109. public AudioClip CointTossSE;
  110. [Header("回復SE")]
  111. public AudioClip HealSE;
  112. [Header("毒SE")]
  113. public AudioClip PoisonSE;
  114. [Header("火傷SE")]
  115. public AudioClip BurnedSE;
  116. [Header("WinSE")]
  117. public AudioClip WinSE;
  118. [Header("LoseSE")]
  119. public AudioClip LoseSE;
  120. [Header("DecisionSE")]
  121. [SerializeField] AudioClip DecisionSE;
  122. [Header("CancelSE")]
  123. [SerializeField] AudioClip CancelSE;
  124. [Header("BGM")]
  125. public List<AudioClip> bgms;
  126. [Header("BGMObject")]
  127. public BGMObject BattleBGM;
  128. [Header("オートモード")]
  129. public bool isAuto;
  130. [Header("進化演出")]
  131. public EvolutionEffectObject EvolutionEffectObject;
  132. [Header("ジョグレス進化演出")]
  133. public JogressEffectObject jogressEffectObject;
  134. [Header("デジクロス演出")]
  135. public DigiXrosEffectObject digiXrosEffectObject;
  136. [Header("バースト進化演出")]
  137. public BurstEffectObject burstEffectObject;
  138. [Header("Background Particle effects")]
  139. [SerializeField] List<ParticleSystem> _backgroundParticles = new List<ParticleSystem>();
  140. [Header("Photon wait controller")]
  141. public PhotonWaitController photonWaitController;
  142. [Header("Gameobjects closed when ending game")]
  143. public List<GameObject> CloseWhenEndingGameObjects = new List<GameObject>();
  144. //Turn progression management state machine
  145. public TurnStateMachine turnStateMachine { get; set; }
  146. public static GManager instance = null;
  147. public bool IsAI { get; private set; } = false;
  148. public int CardIndex { get; set; } = 0;
  149. private async void Awake()
  150. {
  151. //return;
  152. if (Opening.instance != null)
  153. {
  154. if (Opening.instance.OpeningBGM != null)
  155. {
  156. Opening.instance.OpeningBGM.StopPlayBGM();
  157. }
  158. }
  159. instance = this;
  160. StartCoroutine(AwakeCoroutine());
  161. }
  162. IEnumerator AwakeCoroutine()
  163. {
  164. #if UNITY_EDITOR
  165. #endif
  166. if (!PhotonNetwork.IsConnected)
  167. {
  168. IsAI = true;
  169. }
  170. if (ContinuousController.instance != null)
  171. {
  172. if (ContinuousController.instance.isAI)
  173. {
  174. IsAI = true;
  175. }
  176. }
  177. if (!IsAI)
  178. {
  179. isAuto = false;
  180. }
  181. turnStateMachine = gameObject.AddComponent<TurnStateMachine>();
  182. GetComponent<Effects>().Init();
  183. playLog.Init();
  184. hideCannotSelectObject.Init();
  185. ChangeBackground();
  186. yield return StartCoroutine(Init());
  187. StartCoroutine(turnStateMachine.Init());
  188. StartCoroutine(CheckDisconnect());
  189. if (Opening.instance != null)
  190. {
  191. Opening.instance.openingObject.SetActive(false);
  192. }
  193. Debug.Log("Battle Initialization");
  194. yield return new WaitWhile(() => ContinuousController.instance == null);
  195. ContinuousController.instance.CanSetRandom = true;
  196. }
  197. protected virtual void OnDestroy()
  198. {
  199. if (instance == this)
  200. {
  201. instance = null;
  202. }
  203. }
  204. public void PlayDecisionSE()
  205. {
  206. ContinuousController.instance.PlaySE(DecisionSE);
  207. }
  208. public void PlayCancelSE()
  209. {
  210. ContinuousController.instance.PlaySE(CancelSE);
  211. }
  212. public async void ChangeBackground()
  213. {
  214. Sprite backgroundSprite = await StreamingAssetsUtility.GetSprite("Background_battle");
  215. if (backgroundSprite != null)
  216. {
  217. BackgroundImage.sprite = backgroundSprite;
  218. BackgroundSpriteRenderer.sprite = backgroundSprite;
  219. BackgroundImage.gameObject.SetActive(true);
  220. BackgroundSpriteRenderer.transform.localPosition = new Vector3(-134, BackgroundSpriteRenderer.transform.localPosition.y, -77f);
  221. BackgroundSpriteRenderer.gameObject.SetActive(true);
  222. }
  223. else
  224. {
  225. BackgroundImage.gameObject.SetActive(false);
  226. BackgroundSpriteRenderer.gameObject.SetActive(false);
  227. }
  228. }
  229. IEnumerator CheckDisconnect()
  230. {
  231. if (IsAI)
  232. {
  233. yield break;
  234. }
  235. yield return new WaitWhile(() => turnStateMachine == null);
  236. yield return new WaitForSeconds(5f);
  237. while (true)
  238. {
  239. if (!PhotonNetwork.IsConnected)
  240. {
  241. break;
  242. }
  243. else
  244. {
  245. if (!PhotonNetwork.InRoom)
  246. {
  247. break;
  248. }
  249. else
  250. {
  251. if (PhotonNetwork.CurrentRoom != null)
  252. {
  253. if (PhotonNetwork.PlayerList.Length < 2)
  254. {
  255. break;
  256. }
  257. }
  258. }
  259. }
  260. yield return null;
  261. }
  262. if (!turnStateMachine.endGame)
  263. {
  264. turnStateMachine.EndGame(null, false);
  265. }
  266. }
  267. public IEnumerator Init()
  268. {
  269. yield return StartCoroutine(LoadingObject.StartLoading("Now Loading"));
  270. selectCommandPanel.Off();
  271. BackButton.CloseSelectCommandButton();
  272. resultObject.Init();
  273. commandText.Init();
  274. sideBar.Init();
  275. showTurnPlayerObject.Init();
  276. showPhaseNotificationObject.Init();
  277. OffTargetArrow();
  278. cardDetail.CloseCardDetail();
  279. pokemonDetail.CloseUnitDetail();
  280. selectCardPanel.CloseSelectCardPanel();
  281. yield return StartCoroutine(checkCardPanel.CloseSelectCardPanelCoroutine());
  282. optionPanel.Init();
  283. EvolutionEffectObject.Init();
  284. jogressEffectObject.Init();
  285. digiXrosEffectObject.Init();
  286. burstEffectObject.Init();
  287. }
  288. public void ReturnToTitle()
  289. {
  290. ContinuousController.instance.EndBattle();
  291. }
  292. public void OnClickSurrenderButton()
  293. {
  294. if (turnStateMachine != null)
  295. {
  296. if (turnStateMachine.endGame)
  297. {
  298. return;
  299. }
  300. turnStateMachine.OnClickSurrenderButton();
  301. }
  302. }
  303. public TargetArrow CreateTargetArrow()
  304. {
  305. TargetArrow targetArrow = Instantiate(targetArrowPrefab, targetArrowParent);
  306. return targetArrow;
  307. }
  308. public Coroutine OnTargetArrow(Vector3 InitialPosition, Vector3 targetPosition, FieldPermanentCard StartFieldUnitCard, FieldPermanentCard EndFieldUnitCard)
  309. {
  310. TargetArrow targetArrow = CreateTargetArrow();
  311. return targetArrow.OnTargetArrow(InitialPosition, targetPosition, StartFieldUnitCard, EndFieldUnitCard);
  312. }
  313. public void OffTargetArrow()
  314. {
  315. if (targetArrowParent.childCount > 0)
  316. {
  317. if (targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>() != null)
  318. {
  319. targetArrowParent.GetChild(targetArrowParent.childCount - 1).GetComponent<TargetArrow>().Destroyed = true;
  320. }
  321. Destroy(targetArrowParent.GetChild(targetArrowParent.childCount - 1).gameObject);
  322. }
  323. }
  324. void Update()
  325. {
  326. if (ContinuousController.instance != null)
  327. {
  328. foreach (ParticleSystem particleSystem in _backgroundParticles)
  329. {
  330. if (particleSystem != null)
  331. {
  332. particleSystem.gameObject.SetActive(ContinuousController.instance.showBackgroundParticle);
  333. }
  334. }
  335. }
  336. }
  337. }