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using ExitGames.Client.Photon;
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using Photon.Pun;
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using Photon.Realtime;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class Game : MonoBehaviourPunCallbacks {
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//Singleton
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public static Game Instance { get; private set; }
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//General information
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[Header("Game flow")]
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[Tooltip("Play time of the game in minutes")]
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public float playTime;
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[Tooltip("Length of overtime in seconds")]
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public float overtime;
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[Tooltip("Tick rate in ticks/second")]
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public float tickRate;
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[Header("Spawn Information")]
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public GameObject[] circuitSpawns;
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public float circuitScale;
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public float connectionScale;
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[Header("Prefabs")]
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public List<CircuitPrefabGroup> circuitPrefabs;
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public GameObject cablePrefab;
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public GameObject chargePrefab;
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//Temporary dragged
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[HideInInspector]
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public Circuit draggedCircuit;
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[HideInInspector]
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public Connection draggedConnection;
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[HideInInspector]
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public Connection draggedCutter;
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//Necessary references
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private PhotonView pv;
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public Camera cam;
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//Objects
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public List<Circuit> Circuits { get; } = new List<Circuit>();
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private readonly List<Circuit> circuitsToRemove = new List<Circuit>();
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public List<Connection> Connections { get; } = new List<Connection>();
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private readonly List<Connection> connectionsToRemove = new List<Connection>();
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//Called by Unity
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void Awake() {
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Instance = this;
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pv = GetComponent<PhotonView>();
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}
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void Start() {
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if (!PhotonNetwork.IsConnected) {
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PhotonNetwork.OfflineMode = true;
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PhotonNetwork.CreateRoom("development");
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PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable() { ["ColorIndex"] = Random.Range(1, 9) });
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StartGame();
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}
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}
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void Update() {
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if (Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject())
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OnLeftPressed();
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if (Input.GetMouseButtonDown(1) && !EventSystem.current.IsPointerOverGameObject())
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OnRightPressed();
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else if (Input.GetMouseButtonUp(0))
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OnLeftReleased();
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else if (Input.GetMouseButton(0))
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MoveDragged();
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if (IsPlaying)
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UpdateGame();
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}
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//Events and input controls
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public void OnDragStopped() {
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if (draggedCircuit != null) {
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Destroy(draggedCircuit.gameObject);
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draggedCircuit = null;
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}
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if (draggedConnection != null) {
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Destroy(draggedConnection.gameObject);
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draggedConnection = null;
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}
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if (draggedCutter != null) {
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Destroy(draggedCutter.gameObject);
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draggedCutter = null;
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}
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}
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private void OnLeftPressed() {
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if (!Circuits.Exists(c => c.IsMouseOver) && IsPlaying) {
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if (ScreenToPlaneRayCast(Input.mousePosition, out Vector3 hitPoint))
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SpawnDraggableCutter(hitPoint);
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}
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}
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private void OnRightPressed() {
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OnDragStopped();
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}
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private void OnLeftReleased() {
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if (draggedCircuit != null) {
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if (!draggedCircuit.IsNeedingReplace && !EventSystem.current.IsPointerOverGameObject()) {
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Vector3 pos = draggedCircuit.transform.position;
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CircuitType type = draggedCircuit.type;
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if (SpawnGameCircuit(pos, type)) {
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draggedCircuit.uICircuitCount.Count--;
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}
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}
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}
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if (draggedConnection != null) {
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Circuit receiver = draggedConnection.Receiver;
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if (receiver != null && draggedConnection.collidedCircuits.Count == 2) {
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Circuit sender = draggedConnection.Sender;
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Vector3 pos = draggedConnection.transform.position;
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SpawnGameConnection(sender, receiver, pos);
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}
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}
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if (draggedCutter != null) {
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List<Connection> delete = new List<Connection>();
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foreach (Connection connection in Connections.FindAll(c => c.IsMine)) {
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if (connection.collidedConnections.Contains(draggedCutter))
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delete.Add(connection);
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}
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foreach (Connection connection in delete)
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DestroyConnection(connection);
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}
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OnDragStopped();
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}
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private void MoveDragged() {
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if (ScreenToPlaneRayCast(Input.mousePosition, out Vector3 point, true)) {
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if (draggedCircuit != null) {
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draggedCircuit.transform.position = point;
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bool isOut = !ScreenToPlaneRayCast(Input.mousePosition, out point);
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draggedCircuit.IsOutOfGamePlane = isOut;
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}
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if (draggedConnection != null)
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AdjustDraggedConnection(draggedConnection);
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if (draggedCutter != null)
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AdjustDraggedConnection(draggedCutter, true);
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}
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}
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private void AdjustDraggedConnection(Connection dragged, bool cutter = false) {
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Vector3 p1 = dragged.rootPosition;
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if (ScreenToPlaneRayCast(Input.mousePosition, out Vector3 p2)) {
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if (!cutter) {
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float range = dragged.Sender.Values.range;
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Circuit potencialReceiver = Circuits.Find(
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c => c.IsMouseOver && c.id != dragged.Sender.id &&
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Vector3.Distance(p1, c.transform.position) <= range
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);
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dragged.Receiver = potencialReceiver;
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if (potencialReceiver != null)
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p2 = potencialReceiver.transform.position;
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if (Vector3.Distance(p1, p2) > range) {
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Vector3 dir = (p2 - p1).normalized * range;
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p2 = p1 + dir;
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}
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}
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float scale = Vector3.Distance(p1, p2) * 4;
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Vector3 pos = (p1 + p2) / 2;
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Quaternion rot = Quaternion.FromToRotation(Vector3.up, p2 - p1);
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dragged.LengthScale = scale;
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dragged.transform.SetPositionAndRotation(pos, rot);
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}
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}
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//Gameplay
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public bool IsPlaying { get; private set; }
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private bool isOvertime;
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private float currentPlayTime;
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private float currentOvertime;
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public void StartGame() {
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GameGUI.Instance.StartGUI();
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SpawnCircuit();
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IsPlaying = true;
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Debug.Log("Game has started");
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}
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private void UpdateGame() {
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if (PhotonNetwork.IsMasterClient) {
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foreach (Circuit circuit in Circuits)
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circuit.UpdateCircuit(tickRate);
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foreach (Connection connection in Connections)
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connection.UpdateConnection(tickRate);
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}
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foreach (Circuit circuit in circuitsToRemove) {
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Circuits.Remove(circuit);
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Destroy(circuit.gameObject);
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}
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circuitsToRemove.Clear();
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foreach (Connection connection in connectionsToRemove) {
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Connections.Remove(connection);
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Destroy(connection.gameObject);
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}
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connectionsToRemove.Clear();
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UpdateTime();
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}
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private void UpdateTime() {
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float textTime;
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if (isOvertime) {
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currentOvertime += Time.deltaTime;
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if (currentOvertime >= overtime) {
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currentOvertime = overtime;
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if (PhotonNetwork.IsMasterClient)
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OnTimeRunnedOut();
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}
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textTime = overtime - currentOvertime;
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}
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else {
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currentPlayTime += Time.deltaTime;
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if (currentPlayTime >= playTime * 60) {
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currentPlayTime = playTime * 60;
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if (PhotonNetwork.IsMasterClient)
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OnTimeRunnedOut();
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}
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textTime = playTime * 60 - currentPlayTime;
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}
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GameGUI.Instance.SetTimeText(textTime);
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}
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private void OnTimeRunnedOut() {
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float[] charges = new float[5];
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foreach (Circuit circuit in Circuits) {
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charges[circuit.ActorNumber] += circuit.Charge;
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}
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int greatestIndex = 0;
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for (int i = 0; i < charges.Length; i++) {
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float greatest = charges[greatestIndex];
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if (charges[i] > greatest)
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greatestIndex = i;
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}
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bool isDraw(out List<int> winners) {
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winners = new List<int>();
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for (int i = 0; i < charges.Length; i++) {
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if (charges[i] == charges[greatestIndex]) {
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winners.Add(i);
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}
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}
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if (winners.Count > 1)
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return true;
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return false;
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}
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if (isDraw(out List<int> winnerActorNumbers)) {
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//Draw
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pv.RPC("RpcStartNewOvertime", RpcTarget.All, winnerActorNumbers.ToArray());
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} else {
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//Unique winner
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pv.RPC("RpcFinishGame", RpcTarget.All, greatestIndex);
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}
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}
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[PunRPC]
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private void RpcStartNewOvertime(int[] winnerActorNumbers) {
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if (isOvertime)
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currentOvertime = 0;
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isOvertime = true;
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Debug.Log("The players " + string.Join(",", winnerActorNumbers) + " triggered an overtime!");
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}
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[PunRPC]
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private void RpcFinishGame(int winnerActorNumber) {
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OnDragStopped();
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GameGUI.Instance.ShowWinnerBannerPanel(winnerActorNumber);
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GameGUI.Instance.CloseCircuitMenu();
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IsPlaying = false;
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Debug.Log("Player " + winnerActorNumber + " won the game!");
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}
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//Circuit Management
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public void SendCircuitCharge(int circuitId, float charge) {
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pv.RPC("RpcApplyCircuitCharge", RpcTarget.Others, circuitId, charge);
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}
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[PunRPC]
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private void RpcApplyCircuitCharge(int circuitId, float charge) {
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Circuit circuit = GetCircuitById(circuitId);
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if (circuit == null) {
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Debug.LogWarning("Circuit to be updated is null");
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return;
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}
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circuit.Charge = charge;
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}
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public void SpawnDraggableCircuit(Vector3 screenPos, CircuitType type, UICircuitCount uICIrcuitCount) {
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if (ScreenToPlaneRayCast(screenPos, out Vector3 hitPoint, true)) {
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Circuit circuit = SpawnCircuit(hitPoint, type, 1);
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circuit.ActorNumber = PhotonNetwork.LocalPlayer.ActorNumber;
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circuit.isDragged = true;
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circuit.uICircuitCount = uICIrcuitCount;
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draggedCircuit = circuit;
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}
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}
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public bool SpawnGameCircuit(Vector3 pos, CircuitType type, int level = 1) {
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Vector3 screenPos = cam.WorldToScreenPoint(pos);
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if (ScreenToPlaneRayCast(screenPos, out Vector3 hitPoint)) {
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SendSpawnCircuit(hitPoint, type, level);
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return true;
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}
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return false;
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}
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private void SpawnCircuit() {
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int index = PhotonNetwork.PlayerList.ToList<Player>().IndexOf(PhotonNetwork.LocalPlayer);
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Vector3 pos = circuitSpawns[index].transform.position;
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CircuitType type = CircuitType.Basic;
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int level = 2;
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float charge = GameManager.Instance.restPoints;
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SendSpawnCircuit(pos, type, level, charge);
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}
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private void SendSpawnCircuit(Vector3 pos, CircuitType type, int level, float charge = 0) {
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int actorNumber = PhotonNetwork.LocalPlayer.ActorNumber;
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int id = CreateCircuitId();
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pv.RPC("RpcSpawnCircuit", RpcTarget.All, pos, type, level, charge, actorNumber, id);
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}
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private Circuit SpawnCircuit(Vector3 pos, CircuitType type, int level) {
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Quaternion rot = Quaternion.Euler(0, 90, 0);
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Transform parent = GameObject.Find("Circuits").transform;
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Vector3 scale = Vector3.one * circuitScale;
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CircuitPrefabGroup prefabGroup = circuitPrefabs.Find(x => x.type.Equals(type));
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GameObject prefab = prefabGroup.GetValuesByLevel(level);
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GameObject circuitObject = Instantiate(prefab, pos, rot, parent);
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circuitObject.transform.localScale = scale;
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Circuit circuit = circuitObject.GetComponent<Circuit>();
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circuit.type = type;
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circuit.level = level;
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return circuit;
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}
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[PunRPC]
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private Circuit RpcSpawnCircuit(Vector3 pos, CircuitType type, int level, float charge, int actorNumber, int id) {
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Circuit circuit = SpawnCircuit(pos, type, level);
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circuit.id = id;
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circuit.ActorNumber = actorNumber;
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circuit.Charge = charge;
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Circuits.Add(circuit);
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return circuit;
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}
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public void DestroyCircuit(Circuit circuit) {
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pv.RPC("RpcDestroyCircuit", RpcTarget.AllViaServer, circuit.id);
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}
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[PunRPC]
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private void RpcDestroyCircuit(int circuitId) {
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Circuit circuit = GetCircuitById(circuitId);
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if (circuit == null)
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return;
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foreach (Connection connection in circuit.GoingOutConnections) {
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RpcDestroyConnection(connection.id);
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}
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List<Connection> friendlyInConnections =
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circuit.GoingInConnections.FindAll(c => c.ActorNumber == circuit.ActorNumber);
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foreach (Connection connection in friendlyInConnections) {
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RpcDestroyConnection(connection.id);
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}
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circuitsToRemove.Add(circuit);
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}
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public void UpgradeCircuit(Circuit circuit) {
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int newId = CreateCircuitId();
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pv.RPC("RpcUpgradeCircuit", RpcTarget.AllViaServer, circuit.id, newId);
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}
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[PunRPC]
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private void RpcUpgradeCircuit(int circuitId, int newId) {
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Circuit oldCircuit = GetCircuitById(circuitId);
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if (oldCircuit == null)
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return;
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//New values
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Vector3 pos = oldCircuit.transform.position;
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CircuitType type = oldCircuit.type;
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int level = oldCircuit.level + 1;
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float charge = oldCircuit.Charge * 0.8f;
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int actorNumber = oldCircuit.ActorNumber;
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Circuit newCircuit = RpcSpawnCircuit(pos, type, level, charge, actorNumber, newId);
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foreach (Connection connection in oldCircuit.GoingOutConnections)
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connection.Sender = newCircuit;
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foreach (Connection connection in oldCircuit.GoingInConnections)
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connection.Receiver = newCircuit;
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RpcDestroyCircuit(oldCircuit.id);
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if (oldCircuit.IsSelected)
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newCircuit.Select();
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}
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public void SendUpgradeCharge(Circuit circuit) {
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pv.RPC("RpcUpgradeCharge", RpcTarget.Others, circuit.UpgradeCharge, circuit.Charge, circuit.id);
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}
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[PunRPC]
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private void RpcUpgradeCharge(float upgradeCharge, float charge, int circuitId) {
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Circuit circuit = GetCircuitById(circuitId);
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if (circuit == null)
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return;
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circuit.Charge = charge;
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circuit.UpgradeCharge = upgradeCharge;
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}
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//Connection Management
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private void SpawnDraggableCutter(Vector3 pos) {
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Quaternion rot = Quaternion.Euler(90, 0, 0);
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Connection cutter = SpawnConnection(null, null, pos, rot, 0);
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cutter.ActorNumber = PhotonNetwork.LocalPlayer.ActorNumber;
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draggedCutter = cutter;
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}
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public void SpawnDraggableConnection(Vector3 pos, Circuit sender) {
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Quaternion rot = Quaternion.Euler(90, 0, 0);
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Connection connection = SpawnConnection(sender, null, pos, rot, 0);
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draggedConnection = connection;
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}
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public void SpawnGameConnection(Circuit sender, Circuit receiver, Vector3 pos) {
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Quaternion rot = draggedConnection.transform.rotation;
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float lengthScale = draggedConnection.LengthScale;
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SendSpawnConnection(sender, receiver, pos, rot, lengthScale);
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}
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private Connection SpawnConnection(Circuit sender, Circuit receiver, Vector3 pos, Quaternion rot, float lengthScale) {
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Transform parent = GameObject.Find("Connections").transform;
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GameObject connectionObject = Instantiate(cablePrefab, pos, rot, parent);
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Connection connection = connectionObject.GetComponent<Connection>();
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connection.Sender = sender;
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connection.Receiver = receiver;
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connection.LengthScale = lengthScale;
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connection.rootPosition = pos;
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return connection;
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}
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private void SendSpawnConnection(Circuit sender, Circuit receiver, Vector3 pos, Quaternion rot, float lengthScale) {
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int senderId = sender.id;
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int receiverId = receiver.id;
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int id = CreateConnectionId();
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pv.RPC("RpcSpawnConnection", RpcTarget.All, pos, rot, lengthScale, senderId, receiverId, id);
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}
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[PunRPC]
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private void RpcSpawnConnection(Vector3 pos, Quaternion rot, float lengthScale, int senderId, int receiverId, int id) {
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Circuit sender = GetCircuitById(senderId);
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Circuit receiver = GetCircuitById(receiverId);
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Connection connection = SpawnConnection(sender, receiver, pos, rot, lengthScale);
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connection.id = id;
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Connections.Add(connection);
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GameGUI.Instance.UpdateMenuStats();
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}
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public void DestroyConnection(Connection connection) {
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pv.RPC("RpcDestroyConnection", RpcTarget.AllViaServer, connection.id);
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}
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[PunRPC]
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private void RpcDestroyConnection(int connectionId) {
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Connection connection = GetConnectionById(connectionId);
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if (connection == null)
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return;
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connectionsToRemove.Add(connection);
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}
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//Charge Management
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|
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public void SpawnConnectionCharge(Connection connection) {
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int actorNumber = connection.ActorNumber;
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int connectionId = connection.id;
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int id = connection.CreateChargeId();
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pv.RPC("RpcSpawnCharge", RpcTarget.All, connectionId, id, actorNumber);
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}
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[PunRPC]
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private Charge RpcSpawnCharge(int connectionId, int id, int actorNumber) {
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Connection connection = GetConnectionById(connectionId);
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if (connection == null)
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return null;
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Charge charge = SpawnCharge(connection);
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charge.id = id;
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charge.ActorNumber = actorNumber;
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connection.AddCharge(charge);
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return charge;
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}
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|
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private Charge SpawnCharge(Connection connection) {
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Transform parent = connection.transform;
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Vector3 pos = connection.Sender.transform.position;
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Quaternion rot = parent.rotation;
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Vector3 scale = new Vector3(1, 1 / parent.localScale.y * parent.localScale.x, 1);
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GameObject chargeObject = Instantiate(chargePrefab, pos, rot, parent);
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chargeObject.transform.localScale = scale;
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Charge charge = chargeObject.GetComponent<Charge>();
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charge.Speed = connection.Sender.Values.sendSpeed;
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return charge;
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}
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public void DestroyCharge(Connection connection, Charge charge) {
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int connectionId = connection.id;
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int id = charge.id;
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pv.RPC("RpcDestroyCharge", RpcTarget.All, connectionId, id);
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}
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[PunRPC]
|
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|
|
private void RpcDestroyCharge(int connectionId, int id) {
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|
Connection connection = GetConnectionById(connectionId);
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if (connection == null)
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|
return;
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|
|
Charge charge = connection.GetChargeById(id);
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connection.RemoveCharge(charge);
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Destroy(charge.gameObject);
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}
|
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|
|
//Useful, logical functions
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|
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private bool ScreenToPlaneRayCast(Vector3 screenPos, out Vector3 hitPoint, bool outerPlane = false) {
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Ray ray = cam.ScreenPointToRay(screenPos);
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int layerMask;
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if (outerPlane)
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layerMask = LayerMask.GetMask("Outer Plane");
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else
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layerMask = LayerMask.GetMask("Game Plane");
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|
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if (Physics.Raycast(ray, out RaycastHit info, Mathf.Infinity, layerMask)) {
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if (info.collider != null) {
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hitPoint = info.point;
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return true;
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}
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}
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hitPoint = Vector3.zero;
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return false;
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}
|
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|
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private int CreateCircuitId() {
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int id;
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do
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id = Random.Range(0, 10000);
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|
while
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|
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(Circuits.Exists(c => c.id == id));
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return id;
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|
|
}
|
|
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|
|
private int CreateConnectionId() {
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|
int id;
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|
|
do
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id = Random.Range(0, 10000);
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|
|
while
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(Connections.Exists(c => c.id == id));
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return id;
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|
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}
|
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|
|
private Connection GetConnectionById(int id) {
|
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|
|
|
Connection connection = Connections.Find(c => c.id == id);
|
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|
|
return connection;
|
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|
|
}
|
|
|
|
|
private Circuit GetCircuitById(int id) {
|
|
|
|
|
Circuit circuit = Circuits.Find(c => c.id == id);
|
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|
|
|
return circuit;
|
|
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|
|
}
|
|
|
|
|
public List<Circuit> CircuitsWithout(Circuit without) {
|
|
|
|
|
List<Circuit> copy = new List<Circuit>(Circuits);
|
|
|
|
|
copy.Remove(without);
|
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|
|
return copy;
|
|
|
|
|
}
|
|
|
|
|
}
|