Implemented torch ability
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0bf8adc76d
commit
9a8077021a
15 changed files with 881 additions and 49 deletions
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@ -16,7 +16,7 @@ public enum GameState
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}
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public class GameManager : MonoBehaviour
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{
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[SerializeField] public GameState state;
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[SerializeField] public static GameState State;
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[SerializeField] private GameObject rooms;
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[SerializeField] private DiceRoller diceRoller;
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[SerializeField] private PassManager passManager;
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@ -35,7 +35,7 @@ public class GameManager : MonoBehaviour
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passManager.PassRequested += PassRequested;
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foreach (Transform roomTransform in rooms.transform)
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{
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roomTransform.gameObject.GetComponent<Room>().ValidRoomClicked += ValidRoomClicked;
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roomTransform.gameObject.GetComponent<Room>().RoomExploredByDice += HandleRoomExploredByDice;
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}
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foreach (Transform diceTransform in diceRoller.dice.transform)
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{
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@ -46,10 +46,10 @@ public class GameManager : MonoBehaviour
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}
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private void ChangeState(GameState stateToChangeTo) {
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if (state != stateToChangeTo)
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if (State != stateToChangeTo)
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{
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state = stateToChangeTo;
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StateChanged?.Invoke(state);
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State = stateToChangeTo;
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StateChanged?.Invoke(State);
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}
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}
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@ -62,16 +62,8 @@ public class GameManager : MonoBehaviour
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_dicePairTwo = new DicePair();
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}
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void ValidRoomClicked(object sender, Room room) {
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switch (state)
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{
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case GameState.PickRoomOne when !room.TryUnlock(_dicePairOne):
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case GameState.PickRoomTwo when !room.TryUnlock(_dicePairTwo):
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return;
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}
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room.SetRoomExplored();
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if (state == GameState.PickRoomOne)
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void HandleRoomExploredByDice(object sender, Room room) {
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if (State == GameState.PickRoomOne)
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{
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ChangeState(GameState.PickDiceTwo);
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}
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@ -82,7 +74,7 @@ public class GameManager : MonoBehaviour
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}
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private void HandleDieSelected(Die die) {
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switch (state)
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switch (State)
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{
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case GameState.PickDiceOne:
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_dicePairOne.SelectDie(die);
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@ -106,11 +98,11 @@ public class GameManager : MonoBehaviour
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}
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private void HandleDieUnselected(Die die) {
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switch (state)
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switch (State)
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{
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case GameState.PickDiceOne:
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case GameState.PickRoomOne:
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if (state == GameState.PickRoomOne)
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if (State == GameState.PickRoomOne)
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{
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ChangeState(GameState.PickDiceOne);
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}
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@ -119,7 +111,7 @@ public class GameManager : MonoBehaviour
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break;
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case GameState.PickDiceTwo:
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case GameState.PickRoomTwo:
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if (state == GameState.PickRoomTwo)
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if (State == GameState.PickRoomTwo)
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{
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ChangeState(GameState.PickDiceTwo);
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}
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@ -136,7 +128,7 @@ public class GameManager : MonoBehaviour
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private void DiceRolled(object sender, EventArgs e)
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{
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if (state == GameState.RollDice)
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if (State == GameState.RollDice)
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{
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diceRoller.Disable();
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ChangeState(GameState.PickDiceOne);
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@ -144,7 +136,7 @@ public class GameManager : MonoBehaviour
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}
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private void PassRequested(object sender, EventArgs e) {
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switch (state)
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switch (State)
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{
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case GameState.PickDiceOne:
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case GameState.PickDiceTwo:
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