Рефакторинг

This commit is contained in:
_sega 2026-01-21 15:35:44 +03:00
parent 0418490754
commit fd167a3658
10 changed files with 234 additions and 45 deletions

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@ -1,6 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Threading;
using UnityEngine;
public class BotThinkingState : IState

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@ -133,7 +133,6 @@ public class CheckState : IState
}
else if (swipeToNextRightNow)
{
//nextState = new ClearFieldState(false, CellState.Player2);//начинает бот, раз мы победили
ShowWinnerState showWinner = new ShowWinnerState(result);
showWinner.subState = ShowWinnerState.ShowWinnerSubstates.ExitByTime;
showWinner.timeRest = 4;
@ -179,8 +178,8 @@ public class CheckState : IState
VictoryScale vsBotScale = gm.botScale;
DifficultyManager.instance.DecreaseDifficulty();
CharacterEventBus.Instance.OnBotWin?.Invoke();
if (gm.vsBotScore != 0)
gm.vsBotScore -= 1;
if (gm.vsBotScore != 0) gm.vsBotScore -= 1;
vsBotScale.SetMedalsCount(gm.vsBotScore);
}
}
@ -195,8 +194,8 @@ public class CheckState : IState
if (gm.botScale.isActiveAndEnabled) gm.botScale.ClearScale();
if (gm.Player1Scale.isActiveAndEnabled) gm.Player1Scale.ClearScale();
if (gm.Player2Scale.isActiveAndEnabled) gm.Player2Scale.ClearScale();
}
gm.stateMachine.ChangeState(nextState);
}
public void exit()

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@ -9,8 +9,6 @@ public class PositioningState : IState
GameObject chip;
Transform chipPointer;
SpriteRenderer pointerRend;
//int minIndex;
//int maxIndex;
int index;
int position;
bool canMove;

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@ -1,6 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public class RulesState : IState
{
@ -14,7 +12,6 @@ public class RulesState : IState
rules = GameManager.instance.rulesController;
rules.Open();
restTime = timeout;
}
public void exit() => rules.Close();
@ -24,7 +21,6 @@ public class RulesState : IState
if (In.GetButtonDownAnyPlayer(PlayerAction.left)) direction -= 1;
if (In.GetButtonDownAnyPlayer(PlayerAction.right)) direction += 1;
if (direction != 0)
{
rules.SwitchPage(direction);
@ -38,11 +34,6 @@ public class RulesState : IState
rules.Close();
GameManager.instance.stateMachine.ChangeState(new MenuState());
}
restTime -= Time.deltaTime;
}
}

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@ -1,8 +1,4 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SetupPasswordState : IState
public class SetupPasswordState : IState
{
public void enter()
{

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@ -24,7 +24,6 @@ public class ShowWinnerState : IState
EndOption option;
RectTransform panel;
Sprite selected, deselected;
Image left, right;
float speedY = 0;
float acceleration = 500;
@ -42,8 +41,6 @@ public class ShowWinnerState : IState
TextMeshProUGUI ToMenuLabel;
float TimeRest = 60;
/*Transform coinPanel;*/
bool needToPay;
@ -72,8 +69,6 @@ public class ShowWinnerState : IState
GameManager.timerManager.StopAllTimers();
panel = GameManager.EngamePanel;
selected = GameManager.selectedPanel;
deselected = GameManager.deselectedPanel;
left = GameManager.ReplayButton;
right= GameManager.MenuButton;
InitPanel();

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@ -1,6 +1,4 @@
using System;
using System.Diagnostics;
//Состояние, которое начинает раунд и подготавливает менеджера
public class StartRoundState : IState
{
@ -15,7 +13,6 @@ public class StartRoundState : IState
{
try
{
//DebugWindow.Message("Старт раунда");
gm = GameManager.instance;
gm.currentPlayer = firstPlayer;
@ -23,8 +20,6 @@ public class StartRoundState : IState
if (gm.gameMode == GameMode.pve)
gm.timerManager.SetActiveTimer(CellState.Player1);//если деремся с ботом, держим таймер включенным
int difficultyIndex = DifficultyManager.instance.currentOpponent;
if (gm.gameMode == GameMode.pve)
{
@ -35,7 +30,6 @@ public class StartRoundState : IState
DualAvatarController.Instance.ShowCharacters();
}
gm.stateMachine.ChangeState(new StartTurnState());
}
catch (Exception e)

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@ -1,5 +1,4 @@
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine;
public class StartTurnState : IState
{
@ -7,11 +6,9 @@ public class StartTurnState : IState
GameManager gm;
public void enter()
{
//DebugWindow.Message("Старт хода");
gm = GameManager.instance;
gm.spawnChip();
chip = gm.currentChip;
//chip.SetActive(false);
if (gm.gameMode == GameMode.pvp)//переключаем таймеры только в pvp
{
@ -19,7 +16,6 @@ public class StartTurnState : IState
LightUtility.Player(gm.currentPlayer);
}
if (chip != null)
{
//первый игрок ходит
@ -45,10 +41,7 @@ public class StartTurnState : IState
}
GameManager.instance.stateMachine.ChangeState(nextState);
}
}
}
public void exit()
{