186 lines
5.4 KiB
C#
186 lines
5.4 KiB
C#
using PrizeSystem;
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using Unity.VisualScripting;
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using UnityEngine;
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public static class EndOfTurnHandler
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{
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private static GameManager gm;
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private static CheckResult result;
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public static void NormalHandling()
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{
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result = GameManager.fieldModel.Check(GameManager.instance.currentPlayer);
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gm = GameManager.instance;
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gm.lastResult = result;
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IState nextState = new ShowWinnerState(result);//âðåìåííî
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if (result.End)
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{
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if (!result.Draw)
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{
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if (gm.gameMode == GameMode.pvp)
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{
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PvpEndroundHandler();
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}
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else if (gm.gameMode == GameMode.pve) //êîíåö ðàóíäà ñ áîòîì
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{
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PveEndroundHandler();
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if (gm.currentPlayer == CellState.Player1)
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{//àâòîïåðåõîä íà íåêñò áîòà.
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//Òóò íóæíî ïåðåéòè â ïðèçîâîå ñîñòîÿíèå
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//Ïîòîì èç íåãî èäòè äàëüøå.
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ShowWinnerState showWinner = CreateAutoTransitionState(result, 4);
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nextState = showWinner;
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}
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}
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if (TotalWin())
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{//êîíåö èãðû - ïðèçîâîå ñîñòîÿíèå
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nextState = new VictoryState();
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ClearAllScales();
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}
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}
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else if (gm.gameMode == GameMode.pve && result.Draw)
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{
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CharacterEventBus.Instance.OnDraw?.Invoke();
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}
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}
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else
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{
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gm.SwitchPlayer();
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nextState = new StartTurnState();
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}
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gm.stateMachine.ChangeState(nextState);
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}
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private static void PveEndroundHandler()
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{
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if (gm.currentPlayer == CellState.Player1)
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{
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PlayerWinHandler();
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}
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else//Áîò ïîáåäèë
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{
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BotWinHandler();
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}
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gm.botScale.SetMedalsCount(gm.vsBotScore);
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//åñëè ôèøêó ïîáåäèëè, òî ïîâûøàåì.
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if (gm.vsBotScore == gm.botsAmount) gm.upgradeFeeshkaDifficulty();
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}
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private static void PvpEndroundHandler()
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{
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CellState winner = gm.currentPlayer;
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gm.IncreaseScoreAndScaleOfPlayer(winner);
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if (TotalWin())
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AvatarEventBus.Instance.OnEndGame?.Invoke(gm.currentPlayer);
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else
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AvatarEventBus.Instance.OnEndRound?.Invoke(gm.currentPlayer);
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}
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private static void BotWinHandler()
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{
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LightUtility.Lose();
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CharacterController.CurrentCharacter.GetComponent<Animator>().SetTrigger("Win");
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DifficultyManager.instance.DecreaseDifficulty();
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if (gm.vsBotScore != 0)
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gm.vsBotScore -= 1;
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CharacterEventBus.Instance.OnBotWin?.Invoke();
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}
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private static void PlayerWinHandler()
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{
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if (CharacterController.CurrentCharacter.HasPrize)
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{
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PrizeSystemManager.GivePrize(CharacterController.CurrentCharacter.prize);
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CharacterController.CurrentCharacter.HasPrize = false;
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}
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DifficultyManager.instance.IncreaseDifficulty();
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gm.vsBotScore += 1;
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CharacterEventBus.Instance.OnPlayerWin?.Invoke();
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LightUtility.Win();
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CharacterController.CurrentCharacter.Animator.SetTrigger("Lose");
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}
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private static bool TotalWin() =>
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gm.player1score == 5 || gm.player2score == 5 || gm.vsBotScore == gm.botsAmount;
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private static void ClearAllScales()
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{
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if (gm.botScale.isActiveAndEnabled) gm.botScale.ClearScale();
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if (gm.Player1Scale.isActiveAndEnabled) gm.Player1Scale.ClearScale();
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if (gm.Player2Scale.isActiveAndEnabled) gm.Player2Scale.ClearScale();
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}
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private static ShowWinnerState CreateAutoTransitionState(CheckResult result, float time)
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{
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var state = new ShowWinnerState(result);
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state.subState = ShowWinnerState.ShowWinnerSubstates.ExitByTime;
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state.timeRest = time;
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return state;
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}
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public static void WinByTimerHandling()
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{
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//Ïðè ïîáåäå ïî òàéìåðó:
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//PVP ïðîèãðàë òîò, êòî íå óñïåë êèíóòü ôèøêó
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//PVE - ïðîãðûâàåò ÷åëîâåê
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result = new CheckResult(true, false, null);
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IState nextState;
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if (gm.gameMode == GameMode.pvp)
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{
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//p2 íå óñïåë
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if (gm.currentPlayer == CellState.Player2)
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{
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gm.player1score += 1;
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gm.Player1Scale.SetMedalsCount(gm.player1score);
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}
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else//p1 íå óñïåë
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{
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gm.player2score += 1;
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gm.Player2Scale.SetMedalsCount(gm.player2score);
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}
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}
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else if (gm.gameMode == GameMode.pve)//âðåìÿ âûøëî ïðè èãðå ñ áîòîì - áîò ïîáåäèë
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{
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LightUtility.Lose();
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CharacterController.CurrentCharacter.GetComponent<Animator>().SetTrigger("Win");
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//ÍÅ ÍÈ×Üß
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VictoryScale vsBotScale = gm.botScale;
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DifficultyManager.instance.DecreaseDifficulty();
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CharacterEventBus.Instance.OnBotWin?.Invoke();
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if (gm.vsBotScore != 0) gm.vsBotScore -= 1;
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vsBotScale.SetMedalsCount(gm.vsBotScore);
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}
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nextState = new ShowWinnerState(result);
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//êîíåö èãðû - ïðèçîâîå ñîñòîÿíèå
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if (TotalWin())
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{
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nextState = new VictoryState();
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ClearAllScales();
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}
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gm.stateMachine.ChangeState(nextState);
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}
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}
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