119 lines
3.1 KiB
C#
119 lines
3.1 KiB
C#
using System;
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using Abilities;
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using TMPro;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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public enum DiceColor
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{
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Black,
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White,
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}
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public class Die : MonoBehaviour
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{
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public DiceColor color;
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private int _result = 0;
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[SerializeField] private Button dieButton; // assign in the editor
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private Color originalColor;
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private bool _isClickable = false;
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private bool _selected = false;
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private bool _blackDieAbilityUsed = false;
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public event Action<Die> DieSelected;
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public event Action<Die> DieUnselected;
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private void OnEnable() {
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GameManager.StateChanged += HandleStateChange;
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BlackDieAbility.AbilitySelected += HandleOnBlackDieAbilitySelected;
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}
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private void OnDisable() {
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GameManager.StateChanged -= HandleStateChange;
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BlackDieAbility.AbilitySelected -= HandleOnBlackDieAbilitySelected;
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}
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private void Start() {
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dieButton.onClick.AddListener(DiePressed);
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originalColor = gameObject.GetComponent<Image>().color;
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}
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public void SetResult(int result) {
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_result = result;
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gameObject.GetComponentInChildren<TextMeshProUGUI>().text = _result.ToString();
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}
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public int GetResult()
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{
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return _result;
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}
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public void ResetDie() {
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_selected = false;
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gameObject.GetComponent<Image>().color = originalColor;
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gameObject.GetComponent<Outline>().enabled = false;
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}
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public void DieBeingUsed(bool isPairComplete)
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{
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if (isPairComplete)
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{
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// Signify that both dice have been selected
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DieSelectedAndPairComplete();
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}
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else
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{
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// Signify that the die is selected but the pair is not complete
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DieSelectedButPairNotComplete();
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}
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}
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private void DiePressed()
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{
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if (!_isClickable || (color == DiceColor.Black && !_blackDieAbilityUsed)) return;
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if (_selected)
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{
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DieUnselected?.Invoke(this);
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}
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else
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{
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DieSelected?.Invoke(this);
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}
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}
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private void DieSelectedButPairNotComplete()
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{
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_selected = true;
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gameObject.GetComponent<Outline>().enabled = true;
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}
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private void DieSelectedAndPairComplete() {
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_selected = true;
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gameObject.GetComponent<Outline>().enabled = false;
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gameObject.GetComponent<Image>().color =
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ColorHelper.AddColorTint(gameObject.GetComponent<Image>().color, ColorHelper.OkayGreen, 0.5f);
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}
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private void HandleStateChange(GameState 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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case GameState.PickRoomOne:
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case GameState.PickRoomTwo:
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_isClickable = true;
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break;
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case GameState.RollDice:
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_isClickable = false;
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break;
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default:
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_isClickable = false;
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break;
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}
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}
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private void HandleOnBlackDieAbilitySelected() {
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_blackDieAbilityUsed = true;
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}
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}
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