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Author SHA1 Message Date
Mark Joshwel fe44ced9f8 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
2024-11-18 00:50:04 +08:00
Mark Joshwel 534e96a150 game: prune this script i used to teach the lam 2024-11-18 00:42:28 +08:00
8 changed files with 88 additions and 102 deletions

View file

@ -1,6 +1,5 @@
using System;
using System.Net.Mail;
using Firebase.Auth;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UIElements;
@ -376,6 +375,8 @@ private void OnUsernameUpdateButtonClick()
_ => "An error occurred updating the username. Please try again."
};
});
// TODO: update lpdata
}
/// <summary>
@ -408,6 +409,8 @@ private void OnEmailUpdateButtonClick()
_ => "An error occurred updating the email. Please try again."
};
});
// TODO: update lpdata
}
/// <summary>

View file

@ -57,6 +57,12 @@ public enum UserAccountDetailTargetEnum
Password
}
/// <summary>
/// callback functions to be invoked when the user signs in
/// </summary>
/// <returns></returns>
private readonly List<Action<FirebaseConnectionStatus>> _onConnectionStatusChangedCallbacks = new();
/// <summary>
/// callback functions to be invoked when the user signs in
/// </summary>
@ -67,12 +73,6 @@ public enum UserAccountDetailTargetEnum
/// </summary>
private readonly List<Action> _onSignOutCallbacks = new();
/// <summary>
/// callback functions to be invoked when the user signs in
/// </summary>
/// <returns></returns>
private readonly List<Action<FirebaseConnectionStatus>> _onConnectionStatusChangedCallbacks = new ();
/// <summary>
/// the firebase authentication object
/// </summary>
@ -88,16 +88,16 @@ public enum UserAccountDetailTargetEnum
/// </summary>
private FirebaseUser _user;
/// <summary>
/// whether the user is signed in
/// </summary>
public bool IsSignedIn;
/// <summary>
/// the current user's username, if authenticated
/// </summary>
private string _username;
/// <summary>
/// whether the user is signed in
/// </summary>
public bool IsSignedIn;
/// <summary>
/// whether the backend is connected to the firebase backend
/// </summary>
@ -159,7 +159,6 @@ private void FireOnSignInCallbacks()
{
Debug.Log($"firing OnSignInCallbacks ({_onSignInCallbacks.Count})");
foreach (var callback in _onSignInCallbacks)
{
try
{
callback.Invoke(_user);
@ -169,7 +168,6 @@ private void FireOnSignInCallbacks()
Debug.LogError($"error invoking OnSignInCallback: {e.Message}");
}
}
}
/// <summary>
/// function to fire all on sign-out callbacks
@ -178,7 +176,6 @@ private void FireOnSignOutCallbacks()
{
Debug.Log($"firing OnSignOutCallbacks ({_onSignOutCallbacks.Count})");
foreach (var callback in _onSignOutCallbacks)
{
try
{
callback.Invoke();
@ -188,7 +185,6 @@ private void FireOnSignOutCallbacks()
Debug.LogError($"error invoking OnSignOutCallback: {e.Message}");
}
}
}
/// <summary>
/// async function to retry initialisation after a delay
@ -234,10 +230,7 @@ private void AuthStateChanged(object sender, EventArgs eventArgs)
if (!IsSignedIn) return;
Debug.Log($"signed in successfully as {_user?.UserId}");
RetrieveUsernameWithCallback((_, _) =>
{
FireOnSignInCallbacks();
});
RetrieveUsernameWithCallback((_, _) => { FireOnSignInCallbacks(); });
}
/// <summary>
@ -482,11 +475,12 @@ public void ForgotPassword(string email, Action<bool> callback)
/// abstraction function to get the user's recent scores from the database
/// </summary>
/// <param name="callback">
/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a <c>List&lt;LocalPlayerData.Score&gt;</c>
/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a
/// <c>List&lt;LocalPlayerData.Score&gt;</c>
/// </param>
public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerData.Score>> callback)
{
// TODO
// TODO: implement this
callback(DatabaseTransactionResult.Error, new List<LocalPlayerData.Score>(0));
}
@ -506,7 +500,10 @@ public void GetRecentScores(Action<DatabaseTransactionResult, List<LocalPlayerDa
/// abstraction function to get and calculate the user's rating from the database
/// calculation is done locally, call UpdateUserRating to update the user's rating in the database
/// </summary>
/// <param name="callback">callback function that takes in a <c>DatabaseTransactionResult</c> enum and a user rating <c>float</c></param>
/// <param name="callback">
/// callback function that takes in a <c>DatabaseTransactionResult</c> enum and a user rating
/// <c>float</c>
/// </param>
public void CalculateUserRating(
Action<DatabaseTransactionResult, float> callback)
{

View file

@ -18,26 +18,26 @@ public class GameManager : MonoBehaviour
/// </summary>
public UIManager ui;
/// <summary>
/// list of callbacks to call when the local player data changes
/// </summary>
private readonly List<Action<LocalPlayerData>> _onLocalPlayerDataChangeCallbacks = new();
/// <summary>
/// the local player data object for storing player data
/// </summary>
private LocalPlayerData _data;
/// <summary>
/// read-only property for accessing the local player data outside of this class
/// </summary>
public LocalPlayerData Data => _data;
/// <summary>
/// list of callbacks to call when the local player data changes
/// </summary>
private readonly List<Action<LocalPlayerData>> _onLocalPlayerDataChangeCallbacks = new List<Action<LocalPlayerData>>();
/// <summary>
/// backend object for handling communication with the firebase backend
/// </summary>
public Backend Backend;
/// <summary>
/// read-only property for accessing the local player data outside of this class
/// </summary>
public LocalPlayerData Data => _data;
/// <summary>
/// enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances
/// </summary>
@ -59,7 +59,16 @@ private void Awake()
}
/// <summary>
/// called when the game object is enabled, initialises variables
/// start modifying state
/// </summary>
private void Start()
{
Debug.Log("GameManager starts here");
_data.LoadFromTheWorld(FireLocalPlayerDataChangeCallbacks);
}
/// <summary>
/// initialise variables and ui elements
/// </summary>
private void OnEnable()
{
@ -100,15 +109,6 @@ private void OnEnable()
});
}
/// <summary>
/// load in stuff
/// </summary>
private void Start()
{
Debug.Log("GameManager starts here");
_data.LoadFromTheWorld(FireLocalPlayerDataChangeCallbacks);
}
/// <summary>
/// called when the application is quitting, saves the local player data
/// </summary>
@ -136,7 +136,6 @@ private void FireLocalPlayerDataChangeCallbacks(LocalPlayerData data)
{
Debug.Log($"firing LocalPlayerDataChangeCallbacks ({_onLocalPlayerDataChangeCallbacks.Count})");
foreach (var callback in _onLocalPlayerDataChangeCallbacks)
{
try
{
callback.Invoke(data);
@ -146,5 +145,4 @@ private void FireLocalPlayerDataChangeCallbacks(LocalPlayerData data)
Debug.LogError($"error invoking LocalPlayerDataChangeCallback: {e.Message}");
}
}
}
}

View file

@ -43,7 +43,7 @@ public class OklchColourPickerUI : MonoBehaviour
private VisualElement _responseColour;
/// <summary>
/// function to set the initial values of the sliders
/// modify state of initialised variables
/// </summary>
private void Start()
{
@ -53,7 +53,7 @@ private void Start()
}
/// <summary>
/// function to subscribe slider events to their respective functions
/// initialise the ui elements and register change event callbacks functions
/// </summary>
public void OnEnable()
{

View file

@ -1,18 +0,0 @@
using UnityEngine;
public class Playground
{
private float _score;
private void SomethingSomethingScore()
{
var score = 0.0f;
_score = score;
}
private void ShowTheScore()
{
Debug.Log(_score);
}
}

View file

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 662d126b54a54d9ebe6a1dc716d199e3
timeCreated: 1731830473

View file

@ -1,4 +1,3 @@
using System;
using UnityEngine;
using UnityEngine.UIElements;
@ -13,20 +12,35 @@ public class SideViewUI : MonoBehaviour
private Button _accountButton;
/// <summary>
/// leaderboard button for showing the leaderboard
/// text label for showing the player's stable-ish chroma accuracy
/// </summary>
private Button _leaderboardButton;
/// <summary>
/// play button for starting the game
/// </summary>
private Button _playButton;
private Label _chromaAccuracyText;
/// <summary>
/// connection status label for showing the connection status
/// </summary>
private Label _connectionStatusLabel;
/// <summary>
/// text label for showing the player's stable-ish hue accuracy
/// </summary>
private Label _hueAccuracyText;
/// <summary>
/// leaderboard button for showing the leaderboard
/// </summary>
private Button _leaderboardButton;
/// <summary>
/// text label for showing the player's stable-ish lightness accuracy
/// </summary>
private Label _lightnessAccuracyText;
/// <summary>
/// play button for starting the game
/// </summary>
private Button _playButton;
/// <summary>
/// text label for showing the player's known name
/// </summary>
@ -38,22 +52,7 @@ public class SideViewUI : MonoBehaviour
private Label _ratingText;
/// <summary>
/// text label for showing the player's stable-ish lightness accuracy
/// </summary>
private Label _lightnessAccuracyText;
/// <summary>
/// text label for showing the player's stable-ish chroma accuracy
/// </summary>
private Label _chromaAccuracyText;
/// <summary>
/// text label for showing the player's stable-ish hue accuracy
/// </summary>
private Label _hueAccuracyText;
/// <summary>
/// function to subscribe button events to their respective functions
/// initialise the ui elements and register the button click event functions
/// </summary>
private void OnEnable()
{

View file

@ -51,10 +51,20 @@ private void Awake()
}
}
/// <summary>
/// modify state of initial variables
/// </summary>
private void Start()
{
SetDisplayState(DisplayState.Nothing);
}
/// <summary>
/// initialise variables
/// </summary>
private void OnEnable()
{
UI = GetComponent<UIDocument>().rootVisualElement;
SetDisplayState(DisplayState.Nothing);
}
/// <summary>