game: stdise whats done in Awake, OnEnable and Start
- Awake -> singleton stuff or anything that needs to start really early - OnEnable -> init + register callbacks - Start -> do anything that might call a callback
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534e96a150
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fe44ced9f8
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@ -1,6 +1,5 @@
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using System;
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using System.Net.Mail;
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using Firebase.Auth;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.UIElements;
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@ -110,7 +109,7 @@ private void OnEnable()
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_secondaryActionButton.clicked += OnSecondaryActionButtonClick;
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TransitionStateTo(State.NotSignedIn);
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if (state == State.UnassociatedState) throw new Exception("unreachable state");
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GameManager.Instance.Backend.RegisterOnSignInCallback(_ =>
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{
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@ -376,6 +375,8 @@ private void OnUsernameUpdateButtonClick()
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_ => "An error occurred updating the username. Please try again."
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};
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});
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// TODO: update lpdata
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}
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/// <summary>
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@ -408,6 +409,8 @@ private void OnEmailUpdateButtonClick()
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_ => "An error occurred updating the email. Please try again."
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};
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});
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// TODO: update lpdata
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}
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/// <summary>
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@ -608,7 +611,7 @@ private void OnSecondaryActionButtonClick()
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throw new ArgumentOutOfRangeException();
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}
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}
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/// <summary>
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/// populate the fields with the given username and email,
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/// used as a callback to when local player data is changed
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@ -57,6 +57,12 @@ public enum UserAccountDetailTargetEnum
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Password
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}
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/// <summary>
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/// callback functions to be invoked when the user signs in
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/// </summary>
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/// <returns></returns>
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private readonly List<Action<FirebaseConnectionStatus>> _onConnectionStatusChangedCallbacks = new();
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/// <summary>
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/// callback functions to be invoked when the user signs in
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/// </summary>
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@ -66,12 +72,6 @@ public enum UserAccountDetailTargetEnum
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/// callback functions to be invoked when the user signs out
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/// </summary>
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private readonly List<Action> _onSignOutCallbacks = new();
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/// <summary>
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/// callback functions to be invoked when the user signs in
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/// </summary>
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/// <returns></returns>
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private readonly List<Action<FirebaseConnectionStatus>> _onConnectionStatusChangedCallbacks = new ();
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/// <summary>
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/// the firebase authentication object
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@ -87,17 +87,17 @@ public enum UserAccountDetailTargetEnum
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/// the current user object, if authenticated
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/// </summary>
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private FirebaseUser _user;
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/// <summary>
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/// whether the user is signed in
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/// </summary>
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public bool IsSignedIn;
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/// <summary>
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/// the current user's username, if authenticated
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/// </summary>
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private string _username;
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/// <summary>
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/// whether the user is signed in
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/// </summary>
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public bool IsSignedIn;
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/// <summary>
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/// whether the backend is connected to the firebase backend
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/// </summary>
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@ -151,7 +151,7 @@ public void Initialise(Action<FirebaseConnectionStatus> callback)
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Debug.Log("firebase status is" + Status);
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});
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}
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/// <summary>
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/// function to fire all on sign in callbacks
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/// </summary>
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@ -159,7 +159,6 @@ private void FireOnSignInCallbacks()
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{
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Debug.Log($"firing OnSignInCallbacks ({_onSignInCallbacks.Count})");
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foreach (var callback in _onSignInCallbacks)
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{
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try
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{
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callback.Invoke(_user);
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@ -168,9 +167,8 @@ private void FireOnSignInCallbacks()
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{
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Debug.LogError($"error invoking OnSignInCallback: {e.Message}");
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}
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}
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}
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/// <summary>
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/// function to fire all on sign-out callbacks
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/// </summary>
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@ -178,7 +176,6 @@ private void FireOnSignOutCallbacks()
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{
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Debug.Log($"firing OnSignOutCallbacks ({_onSignOutCallbacks.Count})");
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foreach (var callback in _onSignOutCallbacks)
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{
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try
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{
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callback.Invoke();
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@ -187,7 +184,6 @@ private void FireOnSignOutCallbacks()
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{
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Debug.LogError($"error invoking OnSignOutCallback: {e.Message}");
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}
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}
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}
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/// <summary>
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@ -234,10 +230,7 @@ private void AuthStateChanged(object sender, EventArgs eventArgs)
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if (!IsSignedIn) return;
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Debug.Log($"signed in successfully as {_user?.UserId}");
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RetrieveUsernameWithCallback((_, _) =>
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{
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FireOnSignInCallbacks();
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});
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RetrieveUsernameWithCallback((_, _) => { FireOnSignInCallbacks(); });
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}
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/// <summary>
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@ -482,11 +475,12 @@ public void ForgotPassword(string email, Action<bool> callback)
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/// abstraction function to get the user's recent scores from the database
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/// </summary>
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/// <param name="callback">
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/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a <c>List<LocalPlayerData.Score></c>
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/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a
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/// <c>List<LocalPlayerData.Score></c>
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/// </param>
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public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerData.Score>> callback)
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{
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// TODO
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// TODO: implement this
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callback(DatabaseTransactionResult.Error, new List<LocalPlayerData.Score>(0));
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}
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@ -506,7 +500,10 @@ public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerDa
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/// abstraction function to get and calculate the user's rating from the database
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/// calculation is done locally, call UpdateUserRating to update the user's rating in the database
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/// </summary>
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/// <param name="callback">callback function that takes in a <c>DatabaseTransactionResult</c> enum and a user rating <c>float</c></param>
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/// <param name="callback">
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/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a user rating
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/// <c>float</c>
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/// </param>
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public void CalculateUserRating(
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Action<DatabaseTransactionResult, float> callback)
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{
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@ -18,26 +18,26 @@ public class GameManager : MonoBehaviour
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/// </summary>
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public UIManager ui;
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/// <summary>
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/// list of callbacks to call when the local player data changes
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/// </summary>
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private readonly List<Action<LocalPlayerData>> _onLocalPlayerDataChangeCallbacks = new();
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/// <summary>
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/// the local player data object for storing player data
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/// </summary>
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private LocalPlayerData _data;
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/// <summary>
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/// read-only property for accessing the local player data outside of this class
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/// </summary>
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public LocalPlayerData Data => _data;
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/// <summary>
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/// list of callbacks to call when the local player data changes
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/// </summary>
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private readonly List<Action<LocalPlayerData>> _onLocalPlayerDataChangeCallbacks = new List<Action<LocalPlayerData>>();
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/// <summary>
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/// backend object for handling communication with the firebase backend
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/// </summary>
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public Backend Backend;
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/// <summary>
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/// read-only property for accessing the local player data outside of this class
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/// </summary>
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public LocalPlayerData Data => _data;
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/// <summary>
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/// enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances
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/// </summary>
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@ -59,12 +59,21 @@ private void Awake()
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}
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/// <summary>
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/// called when the game object is enabled, initialises variables
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/// start modifying state
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/// </summary>
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private void Start()
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{
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Debug.Log("GameManager starts here");
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_data.LoadFromTheWorld(FireLocalPlayerDataChangeCallbacks);
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}
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/// <summary>
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/// initialise variables and ui elements
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/// </summary>
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private void OnEnable()
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{
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ui = UIManager.Instance;
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// load the local player data and refresh the ui
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_data = new LocalPlayerData();
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@ -91,7 +100,7 @@ private void OnEnable()
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ui.UI.Q<Button>("LeaderboardButton").style.display = DisplayStyle.None;
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ui.UI.Q<Button>("AccountButton").style.display = DisplayStyle.None;
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});
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// register a callback to refresh the ui when the player signs in
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Backend.RegisterOnSignInCallback(_ =>
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{
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_data.LoadFromTheWorld(FireLocalPlayerDataChangeCallbacks);
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});
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}
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/// <summary>
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/// load in stuff
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/// </summary>
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private void Start()
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{
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Debug.Log("GameManager starts here");
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_data.LoadFromTheWorld(FireLocalPlayerDataChangeCallbacks);
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}
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/// <summary>
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/// called when the application is quitting, saves the local player data
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@ -118,7 +118,7 @@ private void OnApplicationQuit()
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Backend.Cleanup();
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_data.SaveToTheWorld();
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}
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/// <summary>
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/// function to register a callback to be called when the local player data changes
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/// </summary>
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@ -136,7 +136,6 @@ private void FireLocalPlayerDataChangeCallbacks(LocalPlayerData data)
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{
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Debug.Log($"firing LocalPlayerDataChangeCallbacks ({_onLocalPlayerDataChangeCallbacks.Count})");
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foreach (var callback in _onLocalPlayerDataChangeCallbacks)
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{
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try
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{
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callback.Invoke(data);
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@ -145,6 +144,5 @@ private void FireLocalPlayerDataChangeCallbacks(LocalPlayerData data)
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{
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Debug.LogError($"error invoking LocalPlayerDataChangeCallback: {e.Message}");
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}
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}
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}
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}
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@ -43,7 +43,7 @@ public class OklchColourPickerUI : MonoBehaviour
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private VisualElement _responseColour;
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/// <summary>
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/// function to set the initial values of the sliders
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/// modify state of initialised variables
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/// </summary>
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private void Start()
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{
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@ -53,7 +53,7 @@ private void Start()
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}
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/// <summary>
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/// function to subscribe slider events to their respective functions
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/// initialise the ui elements and register change event callbacks functions
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/// </summary>
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public void OnEnable()
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{
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@ -1,4 +1,3 @@
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using System;
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using UnityEngine;
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using UnityEngine.UIElements;
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@ -12,48 +11,48 @@ public class SideViewUI : MonoBehaviour
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/// </summary>
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private Button _accountButton;
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/// <summary>
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/// text label for showing the player's stable-ish chroma accuracy
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/// </summary>
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private Label _chromaAccuracyText;
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/// <summary>
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/// connection status label for showing the connection status
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/// </summary>
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private Label _connectionStatusLabel;
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/// <summary>
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/// text label for showing the player's stable-ish hue accuracy
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/// </summary>
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private Label _hueAccuracyText;
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/// <summary>
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/// leaderboard button for showing the leaderboard
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/// </summary>
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private Button _leaderboardButton;
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/// <summary>
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/// text label for showing the player's stable-ish lightness accuracy
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/// </summary>
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private Label _lightnessAccuracyText;
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/// <summary>
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/// play button for starting the game
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/// </summary>
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private Button _playButton;
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/// <summary>
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/// connection status label for showing the connection status
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/// </summary>
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private Label _connectionStatusLabel;
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/// <summary>
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/// text label for showing the player's known name
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/// </summary>
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private Label _playerText;
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/// <summary>
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/// text label for showing the player's rating
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/// </summary>
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private Label _ratingText;
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/// <summary>
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/// text label for showing the player's stable-ish lightness accuracy
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/// </summary>
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private Label _lightnessAccuracyText;
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/// <summary>
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/// text label for showing the player's stable-ish chroma accuracy
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/// </summary>
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private Label _chromaAccuracyText;
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/// <summary>
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/// text label for showing the player's stable-ish hue accuracy
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/// </summary>
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private Label _hueAccuracyText;
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/// <summary>
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/// function to subscribe button events to their respective functions
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/// initialise the ui elements and register the button click event functions
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/// </summary>
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private void OnEnable()
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{
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_accountButton = ui.Q<Button>("AccountButton");
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_accountButton.clicked += OnAccountButtonClicked;
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_connectionStatusLabel = ui.Q<Label>("ConnectionStatusLabel");
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_playerText = ui.Q<Label>("PlayerText");
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_ratingText = ui.Q<Label>("RatingText");
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_lightnessAccuracyText = ui.Q<Label>("LightnessAccuracyText");
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_chromaAccuracyText = ui.Q<Label>("ChromaAccuracyText");
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_hueAccuracyText = ui.Q<Label>("HueAccuracyText");
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@ -51,10 +51,20 @@ private void Awake()
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}
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}
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/// <summary>
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/// modify state of initial variables
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/// </summary>
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private void Start()
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{
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SetDisplayState(DisplayState.Nothing);
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}
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/// <summary>
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/// initialise variables
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/// </summary>
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private void OnEnable()
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{
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UI = GetComponent<UIDocument>().rootVisualElement;
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SetDisplayState(DisplayState.Nothing);
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}
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/// <summary>
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Reference in a new issue