165 lines
No EOL
5.8 KiB
C#
165 lines
No EOL
5.8 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.UIElements;
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/// <summary>
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/// singleton for a single source of truth game state and flow management
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/// </summary>
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public class GameManager : MonoBehaviour
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{
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/// <summary>
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/// singleton pattern: define instance field for accessing the singleton elsewhere
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/// </summary>
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public static GameManager Instance;
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/// <summary>
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/// ui manager object for handling ui state and flow
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/// </summary>
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public UIManager ui;
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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 _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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/// enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances
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/// </summary>
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private void Awake()
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{
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// check if instance hasn't been set yet
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if (Instance == null)
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{
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Debug.Log("awake as singleton instance, setting self as the forever-alive instance");
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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// check if instance is already set and it's not this instance
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else if (Instance != null && Instance != this)
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{
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Debug.Log("awake as non-singleton instance, destroying self");
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Destroy(gameObject);
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}
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}
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private void Start()
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{
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// load the local player data and refresh the ui
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_localPlayerData = new LocalPlayerData();
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_localPlayerData.LoadFromTheWorld();
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PopulateFields();
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try
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{
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RenderFromPlayerData();
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}
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catch (Exception)
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{
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// TODO: remove this once the bug is fixed
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Debug.LogWarning("handling known exception, remove this once the bug is fixed");
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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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Debug.Log("sign in callback, refreshing GameManager-controlled SideView UI");
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_localPlayerData.LoadFromTheWorld();
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PopulateFields();
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RenderFromPlayerData();
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});
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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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/// </summary>
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private void OnEnable()
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{
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Backend = new Backend();
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Backend.Initialise();
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ui = UIManager.Instance;
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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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/// </summary>
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private void OnApplicationQuit()
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{
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Debug.Log("running deferred cleanup/save functions");
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Backend.Cleanup();
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_localPlayerData.SaveToTheWorld();
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}
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/// <summary>
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/// populate the fields with the given username and email, used by GameManager after local player data is loaded
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/// </summary>
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public void PopulateFields()
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{
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Debug.Log(
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$"populating AccountView fields with lkUsername={_localPlayerData.LastKnownUsername} and lkEmail={_localPlayerData.LastKnownEmail}");
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ui.UI.Q<TextField>("UsernameField").value = _localPlayerData.LastKnownUsername;
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ui.UI.Q<TextField>("EmailField").value = _localPlayerData.LastKnownEmail;
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}
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/// <summary>
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/// function to update the ui with the latest data
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/// </summary>
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private void RenderFromPlayerData()
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{
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// calculate averages from both recent local scores and online scores
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var totalLightnessAcc = 0f;
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var totalChromaAcc = 0f;
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var totalHueAcc = 0f;
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var totalRounds = 0;
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// average out all the scores we have to get a stable-ish average
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foreach (var localScore in _localPlayerData.RecentLocalScores)
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{
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totalLightnessAcc += localScore.AvgLightnessAccuracy;
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totalChromaAcc += localScore.AvgChromaAccuracy;
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totalHueAcc += localScore.AvgHueAccuracy;
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totalRounds += localScore.NoOfRounds;
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}
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foreach (var onlineScore in _localPlayerData.RecentOnlineScores)
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{
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totalLightnessAcc += onlineScore.AvgLightnessAccuracy;
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totalChromaAcc += onlineScore.AvgChromaAccuracy;
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totalHueAcc += onlineScore.AvgHueAccuracy;
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totalRounds += onlineScore.NoOfRounds;
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}
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foreach (var onlineScore in _localPlayerData.BestOnlineScores)
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{
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totalLightnessAcc += onlineScore.AvgLightnessAccuracy;
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totalChromaAcc += onlineScore.AvgChromaAccuracy;
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totalHueAcc += onlineScore.AvgHueAccuracy;
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totalRounds += onlineScore.NoOfRounds;
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}
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Debug.Log($"tL={totalLightnessAcc} tC={totalChromaAcc} tH={totalHueAcc} tR={totalRounds}");
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if (totalRounds == 0) totalRounds = 1;
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var lightnessAcc = totalLightnessAcc / totalRounds;
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var chromaAcc = totalChromaAcc / totalRounds;
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var hueAcc = totalHueAcc / totalRounds;
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var playerText = Backend.IsSignedIn ? _localPlayerData.LastKnownUsername : $"{_localPlayerData.LastKnownUsername} (Not Signed In)";
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// finally, set the labels
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ui.UI.Q<Label>("PlayerText").text = playerText;
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ui.UI.Q<Label>("LightnessAccuracyText").text = $"{lightnessAcc:F}";
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ui.UI.Q<Label>("ChromaAccuracyText").text = $"{chromaAcc:F}";
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ui.UI.Q<Label>("HueAccuracyText").text = $"{hueAcc:F}";
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// and set the player rating, but after we get it from the backend
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// (god I LOVE async (I am LYING out of my teeth))
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Backend.CalculateUserRating((dtr, rating) =>
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{
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if (dtr != Backend.DatabaseTransactionResult.Ok) return;
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ui.UI.Q<Label>("RatingText").text = $"{rating:F}";
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});
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}
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} |