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GameManager.cs
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235 lines (197 loc) · 7.81 KB
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// Copyright (c) Meta Platforms, Inc. and affiliates.
// Use of the material below is subject to the terms of the MIT License
// https://github.com/oculus-samples/Unity-Decommissioned/tree/main/Assets/Decommissioned/LICENSE
using System;
using Meta.Decommissioned.Game.MiniGames;
using Meta.Multiplayer.Networking;
using Meta.Utilities;
using Meta.XR.Samples;
using ScriptableObjectArchitecture;
using Unity.Netcode;
using UnityEngine;
namespace Meta.Decommissioned.Game
{
/// <summary>
/// The GameManager is responsible for tracking and managing the overall state of the game; stores and advances the current
/// round, updates and raises events for game state changes, and regularly checks for match win conditions.
/// </summary>
[MetaCodeSample("Decommissioned")]
public class GameManager : NetworkSingleton<GameManager>
{
public static GamePhaseManager PhaseManager => GamePhaseManager.Instance;
[field: AutoSet, SerializeField] public GameEnd GameEnd { get; private set; }
[field: SerializeField] public int MaxRounds { get; private set; } = 5;
[SerializeField]
private EnumDictionary<NumberOfPlayers, int> m_stationsToDestroyByPlayerCount = new();
[SerializeField] private GameEvent m_gameStartEvent;
[SerializeField] private GameEvent m_gameEndEvent;
[SerializeField] private GameEvent m_gamePhaseChangedEvent;
public int StationsToDestroy => m_stationsToDestroy.Value;
public int StationsRemaining => m_stationsRemaining.Value;
public GameState State
{
get => m_currentState.Value;
private set => m_currentState.Value = value;
}
public int CurrentRoundCount => m_currentRoundCount.Value;
private readonly NetworkVariable<int>
m_currentRoundCount = new(1, writePerm: NetworkVariableWritePermission.Server);
private readonly NetworkVariable<int>
m_stationsToDestroy = new(3, writePerm: NetworkVariableWritePermission.Server);
private readonly NetworkVariable<int>
m_stationsRemaining = new(3, writePerm: NetworkVariableWritePermission.Server);
private readonly NetworkVariable<GameState> m_currentState = new();
public event Action<int> OnRoundChanged;
public event Action<int> OnStationsRemainingChanged;
private Action<GameState> m_onGameStateChanged;
private new void Awake()
{
base.Awake();
m_currentState.OnValueChanged += OnStateChanged;
}
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
Application.Instance.UpdateGroupPresence();
m_stationsRemaining.OnValueChanged += OnStationCountChanged;
}
private new void OnEnable()
{
PhaseManager.OnPhaseChanged += OnPhaseChanged;
m_currentRoundCount.OnValueChanged += OnCurrentRoundChanged;
}
private void OnDisable()
{
PhaseManager.OnPhaseChanged -= OnPhaseChanged;
m_currentRoundCount.OnValueChanged -= OnCurrentRoundChanged;
}
private void OnStateChanged(GameState previousValue, GameState newValue)
{
SubmitNewState(newValue);
switch (newValue)
{
case GameState.Gameplay:
SetStartGameState();
break;
case GameState.GameEnd:
SetGameEndState();
break;
case GameState.ReadyUp:
break;
default:
break;
}
}
private void OnPhaseChanged(Phase newPhase)
{
if (!IsServer) { return; }
switch (newPhase)
{
case Phase.Invalid:
break;
case Phase.Planning:
break;
case Phase.Night:
break;
case Phase.Discussion:
m_stationsRemaining.Value = m_stationsToDestroy.Value - MiniGameManager.Instance.GetNumberOfMiniGamesDead();
if (m_currentRoundCount.Value > 1) { CheckForGameEnd(); }
break;
default:
break;
}
}
private void OnStationCountChanged(int previousStationCount, int newStationCount)
{
OnStationsRemainingChanged?.Invoke(newStationCount);
}
/// <summary>
/// Signal that a new round has begun.
/// </summary>
/// <remarks>Rounds are NOT the same as GamePhases; rather, a round is a full Vote Phase-to-Night Phase cycle.</remarks>
public void StartNewRound() => m_currentRoundCount.Value += 1;
private void OnCurrentRoundChanged(int prevRound, int currentRound) => OnRoundChanged?.Invoke(currentRound);
public static event Action<GameState> OnGameStateChanged
{
add => WhenInstantiated(gm => gm.m_onGameStateChanged += value);
remove => WhenInstantiated(gm => gm.m_onGameStateChanged -= value);
}
public void UpdateGameState(GameState nextState)
{
if (!IsServer) { return; }
State = nextState;
switch (nextState)
{
case GameState.Gameplay:
Application.Instance.NetworkLayer.SetBroadcastLobby(false);
PhaseManager.BeginGameplay();
m_stationsToDestroy.Value = m_stationsToDestroyByPlayerCount[(NumberOfPlayers)NetworkManager.ConnectedClients.Count];
m_stationsRemaining.Value = m_stationsToDestroy.Value;
break;
case GameState.GameEnd:
GameEnd.TriggerGameIsOver();
Application.Instance.NetworkLayer.SetBroadcastLobby(true);
break;
case GameState.ReadyUp:
break;
default:
break;
}
}
private void SetStartGameState()
{
if (IsHost) { m_currentRoundCount.Value = 1; }
m_gameStartEvent.Raise();
}
private void SubmitNewState(GameState newState)
{
m_onGameStateChanged?.Invoke(newState);
Application.Instance.UpdateGroupPresence();
m_gamePhaseChangedEvent.Raise();
}
private void SetGameEndState()
{
m_gameEndEvent.Raise();
GamePhaseManager.DestroyPhase();
}
private void CheckForGameEnd()
{
if (!CheckGameEndConditions()) { return; }
UpdateGameState(GameState.GameEnd);
m_onGameStateChanged = m_onGameStateChanged.FixEvent();
}
private bool CheckGameEndConditions()
{
if (m_stationsRemaining.Value <= 0)
{
GameEnd.CurrentGameEndReason = GameEnd.GameEndReason.MiniGameDied;
return true;
}
if (m_currentRoundCount.Value > MaxRounds)
{
m_currentRoundCount.Value = MaxRounds;
GameEnd.CurrentGameEndReason = GameEnd.GameEndReason.MaxRoundsReached;
return true;
}
return false;
}
public void StopGame(bool saboteursWin)
{
GameEnd.CurrentGameEndReason =
saboteursWin ? GameEnd.GameEndReason.CrewmatesLeft : GameEnd.GameEndReason.MolesLeft;
UpdateGameState(GameState.GameEnd);
}
private enum NumberOfPlayers
{
None,
OnePlayer,
TwoPlayers,
ThreePlayers,
FourPlayers,
FivePlayers,
SixPlayers,
SevenPlayers,
EightPlayers
}
}
}