Files
GeoSusGame/Assets/GameManager/GameManager.cs
Bandwidth d886f97e14 GeoSus
2026-04-26 20:49:32 +02:00

420 lines
15 KiB
C#

using UnityEngine;
using GeoSus.Client;
using Subsystems;
using System.Collections;
using System;
using TMPro;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
// Singleton
public static GameManager Instance { get; private set; }
[Header("Subsystems")]
public GameManager_Network networkSubsystem;
public GameManager_UI uiSubsystem;
public GameManager_Map mapSubsystem;
public GameManager_Input inputSubsystem;
public GameManager_Tasks taskSubsystem;
public GameClient gameClient;
[Header("Player Info")]
public string displayName;
[Header("Scene Management")]
[SerializeField] public string firstMenuScene = "main menu asi idk lol";
[Header("UI Elements (Client.unity)")]
// Canvas names in Client.unity — found at runtime in OnSceneLoaded
private const string CanvasNameJoinCreate = "LobbySelector";
private const string CanvasNameInLobby = "InLobby";
private const string CanvasNameLoading = "LoadingScreen";
private const string CanvasNameGame = "InGame";
[Header("Map")]
// MapCenterPoint and Player are in Client.unity — wired at runtime in OnSceneLoaded.
// buildingSettings/pathwaySettings/areaSettings must be assigned in SampleScene Inspector.
public BuildingSettings buildingSettings;
public PathwaySettings pathwaySettings;
public AreaSettings areaSettings;
[Header("Lobby Settings")]
public double pendingRadius = 500;
public int pendingImpostorCount = 1;
public int pendingTaskCount = 5;
/// <summary>
/// P13b/c: full settings overrides accumulated by HostLobbyUI before the
/// host taps "Create". Null = host didn't change anything beyond the three
/// flat fields above; server falls through to its current defaults for
/// every field. Each field is independently nullable so the host can
/// opt into changing only what they care about.
/// </summary>
public GameSettingsOverrides pendingSettings;
[Header("Task Minigames (round-robin)")]
// Names MUST match the scene file names in Assets/Scenes (case-sensitive)
// and each one MUST be enabled in EditorBuildSettings, or LoadSceneAsync
// will silently fail and the task button will appear dead.
[SerializeField] public string[] minigameScenes = {
"MiniGame-Kabely V10",
"MiniGame-insertkeys",
"MiniGame-FlappyBird",
"MiniGame-ThrowInHole",
"MiniGame-Satelit"
};
[Header("Debug")]
public bool testMode = false;
private GameClient _secondClient;
private GameClient _thirdClient;
private GameManager_Network _secondNetwork;
private GameManager_Network _thirdNetwork;
void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
void Start()
{
if (string.IsNullOrEmpty(displayName))
displayName = PlayerPrefs.GetString("PlayerName", GenerateUsername());
gameClient = new GameClient(GenerateUUID(), displayName);
networkSubsystem = new GameManager_Network(gameClient, this);
mapSubsystem = new GameManager_Map(gameClient, null, buildingSettings, pathwaySettings, areaSettings);
uiSubsystem = new GameManager_UI(gameClient);
inputSubsystem = new GameManager_Input(gameClient, null, testMode);
taskSubsystem = new GameManager_Tasks(gameClient, minigameScenes, this);
if (testMode)
{
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
_secondNetwork = new GameManager_Network(_secondClient, null);
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
_thirdNetwork = new GameManager_Network(_thirdClient, null);
_secondNetwork.OpenConnection();
_thirdNetwork.OpenConnection();
}
networkSubsystem.OpenConnection();
// Start GPS immediately at app launch. Acquiring a fix on a cold
// device can take 5-30 seconds; if we wait until CreateLobby is
// pressed, the lobby will be seeded with bad coords. Starting here
// means the user's normal navigation through the menus gives the
// GPS subsystem time to settle.
inputSubsystem?.EnsureGPSStarted();
// Load main menu after GameManager is ready
if (!string.IsNullOrEmpty(firstMenuScene))
SceneManager.LoadScene(firstMenuScene, LoadSceneMode.Single);
}
private void Update()
{
// Tick the SDK dispatcher so callbacks fire on main thread
gameClient?.Update();
if (testMode)
{
_secondClient?.Update();
_thirdClient?.Update();
}
if (gameClient?.CurrentLobbyState != null)
{
uiSubsystem?.UpdateLobbyUI();
taskSubsystem?.UpdateProximity();
}
if (gameClient?.MyRole == PlayerRole.Impostor)
UpdateKillCooldown();
inputSubsystem?.positionCheck();
}
void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
/// <summary>
/// After Client.unity loads, re-bind all canvas/HUD references because
/// those GameObjects don't exist in the Art menu scenes.
/// </summary>
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "Client")
{
var roots = scene.GetRootGameObjects();
// Find a root or deep GameObject by name in the loaded scene
GameObject FindGO(string n) {
foreach (var go in roots) {
if (go.name == n) return go;
var found = go.transform.Find(n);
if (found != null) return found.gameObject;
}
return null;
}
Canvas FindCanvas(string n) {
var go = FindGO(n);
return go != null ? go.GetComponent<Canvas>() : null;
}
// ── Build HUD BEFORE BindClientScene so FindTMP/Find can locate new elements ──
var inGameGO = FindGO("InGame");
if (inGameGO != null)
{
var builder = inGameGO.GetComponent<InGameHUDBuilder>()
?? inGameGO.AddComponent<InGameHUDBuilder>();
builder.BuildNow();
}
// ── Wire canvases (after HUD is built) ──
// Apply our standard CanvasScaler (1080x1920 reference, match=0.5)
// to every canvas in the scene before binding so layouts scale
// identically across phones and tablets without per-device tweaks.
var cJoin = FindCanvas(CanvasNameJoinCreate);
var cLobby = FindCanvas(CanvasNameInLobby);
var cLoad = FindCanvas(CanvasNameLoading);
var cGame = FindCanvas(CanvasNameGame);
InGameHUDBuilder.ConfigureCanvasScaler(cJoin);
InGameHUDBuilder.ConfigureCanvasScaler(cLobby);
InGameHUDBuilder.ConfigureCanvasScaler(cLoad);
InGameHUDBuilder.ConfigureCanvasScaler(cGame);
uiSubsystem?.BindClientScene(cJoin, cLobby, cLoad, cGame);
// ── Wire map center point and player capsule ──
var mapCenter = FindGO("MapCenterPoint");
var player = FindGO("Capsule");
mapSubsystem?.SetMapCenterPoint(mapCenter);
inputSubsystem?.SetPlayerObject(player);
// ── Attach camera controller to Main Camera ──
var mainCamGO = FindGO("Main Camera");
if (mainCamGO != null)
{
var camCtrl = mainCamGO.GetComponent<MapCameraController>()
?? mainCamGO.AddComponent<MapCameraController>();
camCtrl.SetTarget(player);
}
// If MapDataReady arrived before Client scene finished loading,
// this will build the map now that scene references are valid.
networkSubsystem?.OnClientSceneReady();
}
else if (scene.name == "create" || scene.name == "join loading")
{
// Lobby scene just loaded — ensure LobbyDisplayUI refreshes once
// its Start() has run and registered itself (happens before Update).
uiSubsystem?.NotifyLobbyChanged();
}
}
private float _killCooldownSeconds = 0f;
private const float KillCooldownDuration = 20f;
private void UpdateKillCooldown()
{
if (_killCooldownSeconds > 0)
{
_killCooldownSeconds -= Time.deltaTime;
// Mirror into GameState so UI reads from the single source of truth
if (networkSubsystem?.State != null)
networkSubsystem.State.KillCooldownRemaining = _killCooldownSeconds;
uiSubsystem?.SetKillCooldownText($"Kill: {Mathf.CeilToInt(_killCooldownSeconds)}s");
}
else
{
_killCooldownSeconds = 0f;
if (networkSubsystem?.State != null)
networkSubsystem.State.KillCooldownRemaining = 0;
uiSubsystem?.SetKillCooldownText("");
}
}
/// <summary>
/// Called by the ActionButton. Routes to kill / report / emergency / use-task
/// depending on current proximity state.
/// </summary>
public void PerformAction()
{
if (uiSubsystem == null || uiSubsystem.IsPlayerDead) return;
bool isImpostor = gameClient?.MyRole == PlayerRole.Impostor;
// P13b: pull per-lobby distances from the server-snapshotted settings
// instead of hardcoding 5m for every check. ?? fallback keeps the
// pre-P13b behavior on old server builds that don't ship settings.
var settings = networkSubsystem?.State?.Settings;
double reportDist = settings?.ReportDistanceM ?? 5.0;
double emergencyDist = settings?.EmergencyMeetingCallRadiusM ?? 5.0;
double killDist = settings?.KillDistanceM ?? 5.0;
// 1. Nearby task → USE
var nearbyTask = taskSubsystem?.NearbyTask;
if (nearbyTask != null && !isImpostor)
{
taskSubsystem.TriggerNearbyTask();
return;
}
// 2. Nearby body → REPORT
if (!uiSubsystem.IsCommsBlackout)
{
var nearbyBody = gameClient?.FindNearbyBody(reportDist);
if (nearbyBody != null)
{
gameClient.ReportBody(nearbyBody.BodyId);
return;
}
// 3. Near map centre → EMERGENCY
if (gameClient?.CurrentLobbyState?.MapData != null)
{
double distToCenter = gameClient.MyPosition.DistanceTo(gameClient.CurrentLobbyState.MapData.Center);
if (distToCenter <= emergencyDist)
{
gameClient.CallEmergencyMeeting();
return;
}
}
}
// 4. Impostor kill
if (isImpostor && _killCooldownSeconds <= 0)
{
var targetUuid = gameClient?.FindNearbyPlayer(killDist);
if (!string.IsNullOrEmpty(targetUuid))
{
gameClient.Kill(targetUuid);
_killCooldownSeconds = KillCooldownDuration;
}
}
}
/// <summary>Called by Impostor sabotage buttons.</summary>
public void StartSabotage(int typeIndex)
{
gameClient?.Send(new GeoSus.Client.StartSabotage { SabotageType = (SabotageType)typeIndex });
}
/// <summary>Called by the meeting vote buttons. Pass null to skip.</summary>
public void CastVote(string targetUuid)
{
gameClient?.Vote(targetUuid);
}
protected string GenerateUUID()
{
return System.Guid.NewGuid().ToString();
}
protected string GenerateUsername()
{
return "Player" + UnityEngine.Random.Range(1000, 9999).ToString();
}
// Called by HostLobbyUI
public void CreateLobbyButton()
{
// Refuse to create a lobby without a real GPS fix. The previous
// behavior of silently using a hardcoded Czechia fallback meant the
// game always started at the same place no matter where the host was,
// and the player capsule would spawn miles away in coordinate space
// because they're at their real GPS while the map was built around
// the fallback. Both bugs share this single gate.
if (inputSubsystem?.LastKnownPosition == null)
{
// testMode bypasses the GPS gate entirely so debug runs still work.
if (!testMode)
{
Debug.LogWarning("[GameManager] CreateLobby blocked: no GPS fix yet. " +
"Make sure location permission is granted and you have signal.");
uiSubsystem?.ShowToast("Waiting for GPS fix... grant location permission and try again.");
inputSubsystem?.EnsureGPSStarted();
return;
}
}
var pos = inputSubsystem?.LastKnownPosition;
double lat = pos?.Lat ?? 0;
double lon = pos?.Lon ?? 0;
networkSubsystem.CreateLobby(lat, lon, pendingRadius, pendingImpostorCount, pendingTaskCount, pendingSettings);
if (testMode) StartCoroutine(ConnectTestClients());
}
// Called by JoinLobbyUI with the code from the input field
public void JoinLobbyButton(string code)
{
if (!string.IsNullOrEmpty(code))
networkSubsystem.JoinLobby(code);
else
Debug.LogWarning("Join code is empty!");
}
public void LeaveLobbyButton()
{
networkSubsystem.LeaveLobby();
}
public void StartGameButton()
{
networkSubsystem.StartGame();
}
void OnApplicationQuit()
{
gameClient?.Disconnect();
_secondClient?.Disconnect();
_thirdClient?.Disconnect();
}
IEnumerator ConnectTestClients()
{
// Wait until host lobby code exists
float wait = 0f;
while ((gameClient?.CurrentLobbyState == null || string.IsNullOrEmpty(gameClient.CurrentLobbyState.JoinCode)) && wait < 20f)
{
wait += 0.25f;
yield return new WaitForSeconds(0.25f);
}
var joinCode = gameClient?.CurrentLobbyState?.JoinCode;
if (string.IsNullOrEmpty(joinCode))
{
Debug.LogWarning("[TestMode] Could not join test clients: join code not available.");
yield break;
}
// Wait until helper clients are connected and handshake-complete
wait = 0f;
while (((_secondClient == null || !_secondClient.IsReady) || (_thirdClient == null || !_thirdClient.IsReady)) && wait < 20f)
{
wait += 0.25f;
yield return new WaitForSeconds(0.25f);
}
if (_secondClient == null || _thirdClient == null || !_secondClient.IsReady || !_thirdClient.IsReady)
{
Debug.LogWarning("[TestMode] Helper clients are not ready, skipping auto-join.");
yield break;
}
_secondNetwork?.JoinLobby(joinCode);
_thirdNetwork?.JoinLobby(joinCode);
Debug.Log($"[TestMode] Helper clients joined lobby with code {joinCode}.");
}
}