Files
GeoSusGame/Assets/GameManager/GameManager_Tasks.cs
2026-04-26 13:30:33 +02:00

214 lines
7.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using GeoSus.Client;
namespace Subsystems
{
/// <summary>
/// Round-robin task-to-minigame assignment, proximity detection, additive scene launch.
/// </summary>
public class GameManager_Tasks
{
private class TaskEntry
{
public GeoSus.Client.GameTask ServerTask;
public string MinigameScene;
public bool Completed;
}
private GameClient _gameClient;
private string[] _minigameScenes;
private MonoBehaviour _host; // GameManager MonoBehaviour for coroutines
private List<TaskEntry> _tasks = new List<TaskEntry>();
private bool _minigameOpen;
private string _loadedMinigameScene;
// Proximity state (checked every frame in UpdateProximity)
public GeoSus.Client.GameTask NearbyTask { get; private set; }
private const float ProximityRadius = 5f; // metres / Unity units
public GameManager_Tasks(GameClient gameClient, string[] minigameScenes, MonoBehaviour host)
{
_gameClient = gameClient;
_minigameScenes = minigameScenes ?? new string[0];
_host = host;
}
/// <summary>Called by Network subsystem when RoleAssigned fires.</summary>
public void Initialize(List<GeoSus.Client.GameTask> serverTasks)
{
_tasks.Clear();
if (_minigameScenes.Length == 0) return;
for (int i = 0; i < serverTasks.Count; i++)
{
_tasks.Add(new TaskEntry
{
ServerTask = serverTasks[i],
MinigameScene = _minigameScenes[i % _minigameScenes.Length],
Completed = false
});
}
// Create map markers
GameManager.Instance?.mapSubsystem?.CreateTaskMarkers(serverTasks);
Debug.Log($"[Tasks] Initialized {_tasks.Count} tasks.");
}
/// <summary>Called every frame from GameManager.Update().</summary>
public void UpdateProximity()
{
if (_minigameOpen) return;
NearbyTask = null;
var myPos = _gameClient.MyPosition;
if (myPos.Lat == 0 && myPos.Lon == 0) return;
foreach (var entry in _tasks)
{
if (entry.Completed) continue;
double dist = myPos.DistanceTo(entry.ServerTask.Location);
if (dist <= ProximityRadius)
{
NearbyTask = entry.ServerTask;
break;
}
}
// Drive the action button in UI
var ui = GameManager.Instance?.uiSubsystem;
if (ui == null || ui.IsPlayerDead) return;
bool isImpostor = _gameClient.MyRole == GeoSus.Client.PlayerRole.Impostor;
if (!isImpostor && NearbyTask != null)
{
ui.SetActionButton("USE", true, () => GameManager.Instance?.PerformAction());
return;
}
// Check body proximity
if (!ui.IsCommsBlackout)
{
var body = _gameClient.FindNearbyBody(ProximityRadius);
if (body != null)
{
ui.SetActionButton("REPORT", true, () => GameManager.Instance?.PerformAction());
return;
}
// Emergency meeting proximity
if (_gameClient.CurrentLobbyState?.MapData != null)
{
double dist = myPos.DistanceTo(_gameClient.CurrentLobbyState.MapData.Center);
if (dist <= ProximityRadius)
{
ui.SetActionButton("EMERGENCY", true, () => GameManager.Instance?.PerformAction());
return;
}
}
}
// Impostor kill
if (isImpostor)
{
var target = _gameClient.FindNearbyPlayer(ProximityRadius);
if (!string.IsNullOrEmpty(target))
{
ui.SetActionButton("KILL", true, () => GameManager.Instance?.PerformAction());
return;
}
}
// Nothing nearby
ui.SetActionButton("", false);
}
/// <summary>Called externally (e.g., GameManager.PerformAction) to launch the nearby task.</summary>
public void TriggerNearbyTask()
{
OnUsePressed();
}
private void OnUsePressed()
{
if (NearbyTask == null || _minigameOpen) return;
var entry = _tasks.Find(t => t.ServerTask.TaskId == NearbyTask.TaskId);
if (entry != null) _host.StartCoroutine(LaunchMinigame(entry));
}
private IEnumerator LaunchMinigame(TaskEntry entry)
{
_minigameOpen = true;
Debug.Log($"[Tasks] Launching minigame '{entry.MinigameScene}' for task '{entry.ServerTask.Name}'");
// Inform server that task started
_gameClient.Send(new TaskStart { TaskId = entry.ServerTask.TaskId });
var op = SceneManager.LoadSceneAsync(entry.MinigameScene, LoadSceneMode.Additive);
yield return op;
_loadedMinigameScene = entry.MinigameScene;
// Find the ITask component in the newly loaded scene
Scene scene = SceneManager.GetSceneByName(entry.MinigameScene);
ITask taskComponent = null;
foreach (var root in scene.GetRootGameObjects())
{
taskComponent = root.GetComponentInChildren<ITask>();
if (taskComponent != null) break;
}
if (taskComponent == null)
{
Debug.LogWarning($"[Tasks] No ITask found in '{entry.MinigameScene}'. Auto-completing.");
yield return FinishMinigame(entry, true);
yield break;
}
// Set task metadata
taskComponent.TaskID = entry.ServerTask.TaskId;
taskComponent.TaskName = entry.ServerTask.Name;
taskComponent.TaskLocation = (entry.ServerTask.Location.Lat, entry.ServerTask.Location.Lon);
bool done = false;
bool exited = false;
taskComponent.Initialize(t => { done = true; });
taskComponent.ExitTask(t => { exited = true; });
// Wait for completion or exit
yield return new WaitUntil(() => done || exited);
yield return FinishMinigame(entry, done);
}
private IEnumerator FinishMinigame(TaskEntry entry, bool completed)
{
if (completed)
{
entry.Completed = true;
_gameClient.CompleteTask(entry.ServerTask.TaskId);
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' completed.");
}
else
{
Debug.Log($"[Tasks] Task '{entry.ServerTask.Name}' exited without completion.");
}
// Unload minigame scene
if (!string.IsNullOrEmpty(_loadedMinigameScene))
{
var unload = SceneManager.UnloadSceneAsync(_loadedMinigameScene);
yield return unload;
_loadedMinigameScene = null;
}
_minigameOpen = false;
}
}
}