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if (levelStatus == LevelProgress.Status.Unlocked) { levelStatus = LevelProgress.Status.Locked; @@ -515,7 +516,7 @@ public void UnselectUnit(string unitId, string userId) SendWebSocketMessage(request); } - private void AwaitBattleResponse(byte[] data, Action onBattleResultReceived) + private void AwaitBattleResponse(byte[] data, Action onBattleResultReceived, Action onError = null) { try { @@ -526,6 +527,10 @@ private void AwaitBattleResponse(byte[] data, Action onBattleResul { onBattleResultReceived?.Invoke(webSocketResponse.BattleResult); } + else if (webSocketResponse.ResponseTypeCase == WebSocketResponse.ResponseTypeOneofCase.Error) + { + onError?.Invoke(webSocketResponse.Error.Reason); + } } catch (Exception e) { @@ -533,7 +538,7 @@ private void AwaitBattleResponse(byte[] data, Action onBattleResul } } - public IEnumerator Battle(string userId, string levelId, Action onBattleResultReceived) + public IEnumerator Battle(string userId, string levelId, Action onBattleResultReceived, Action onError = null) { FightLevel fightLevelRequest = new FightLevel { @@ -544,7 +549,7 @@ public IEnumerator Battle(string userId, string levelId, Action on { FightLevel = fightLevelRequest }; - currentMessageHandler = (data) => AwaitBattleResponse(data, onBattleResultReceived); + currentMessageHandler = (data) => AwaitBattleResponse(data, onBattleResultReceived, onError); ws.OnMessage += currentMessageHandler; ws.OnMessage -= OnWebSocketMessage; SendWebSocketMessage(request); diff --git a/client/Assets/Scripts/Battle/BattleManager.cs b/client/Assets/Scripts/Battle/BattleManager.cs index f2bf1e5d..f37b861c 100644 --- a/client/Assets/Scripts/Battle/BattleManager.cs +++ b/client/Assets/Scripts/Battle/BattleManager.cs @@ -3,7 +3,6 @@ using System.Collections; using System.Collections.Generic; using System.Linq; -using System.Threading.Tasks; using TMPro; using UnityEngine; using UnityEngine.UI; @@ -25,6 +24,9 @@ public class BattleManager : MonoBehaviour [SerializeField] List statuses; + [SerializeField] + GameObject maxUnitsExceededPopup; + private bool continuePlayback = true; private const int MAX_ENERGY = 500; @@ -65,6 +67,13 @@ private IEnumerator Battle() yield return StartCoroutine(SocketConnection.Instance.Battle(GlobalUserData.Instance.User.id, LevelProgress.selectedLevelData.id, (replay) => { battleResult = replay; + }, + (reason) => + { + if (reason == "max_units_exceeded") + { + maxUnitsExceededPopup.SetActive(true); + } })); yield return new WaitUntil(() => battleResult != null); diff --git a/client/Assets/Scripts/Campaign/CampaignLevelIndicator.cs b/client/Assets/Scripts/Campaign/CampaignLevelIndicator.cs index afa2800c..ad40ff79 100644 --- a/client/Assets/Scripts/Campaign/CampaignLevelIndicator.cs +++ b/client/Assets/Scripts/Campaign/CampaignLevelIndicator.cs @@ -1,5 +1,3 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; @@ -36,13 +34,14 @@ public void Init() public void SelectLevel() { - campaignLevelManager.LevelSelected(); - SetLevel(); + LineupManager.LevelData = levelData; + campaignLevelManager.LevelSelected(); } private void SetLevel() { + LevelProgress.selectedLevelData = levelData; LevelProgress.nextLevelData = nextLevelData; } diff --git a/client/Assets/Scripts/Campaign/CampaignLevelsManager.cs b/client/Assets/Scripts/Campaign/CampaignLevelsManager.cs index e7c364e2..20ab3b24 100644 --- a/client/Assets/Scripts/Campaign/CampaignLevelsManager.cs +++ b/client/Assets/Scripts/Campaign/CampaignLevelsManager.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using System.Linq; using UnityEngine; using UnityEngine.UI; @@ -11,6 +12,10 @@ public class CampaignLevelsManager : MonoBehaviour [SerializeField] List levelIndicators; + [SerializeField] + GameObject insufficientCurrenciesPopup; + + public void LevelSelected() { playButton.SetActive(true); diff --git a/client/Assets/Scripts/Campaign/LevelData.cs b/client/Assets/Scripts/Campaign/LevelData.cs index 1dc1ff1e..dfcc6c31 100644 --- a/client/Assets/Scripts/Campaign/LevelData.cs +++ b/client/Assets/Scripts/Campaign/LevelData.cs @@ -7,6 +7,7 @@ public class LevelData public string id; public int levelNumber; public string campaignId; + public int maxUnits; public List units; public Dictionary rewards = new Dictionary(); @@ -20,4 +21,6 @@ public class LevelData public int experienceReward; public LevelProgress.Status status; + public Dictionary attempt_costs = new Dictionary(); + } diff --git a/client/Assets/Scripts/Lineup/LineupManager.cs b/client/Assets/Scripts/Lineup/LineupManager.cs index 446d355e..396e1795 100644 --- a/client/Assets/Scripts/Lineup/LineupManager.cs +++ b/client/Assets/Scripts/Lineup/LineupManager.cs @@ -2,8 +2,8 @@ using System.Collections; using System.Collections.Generic; using System.Linq; +using TMPro; using UnityEngine; -using UnityEngine.SceneManagement; using UnityEngine.UI; public class LineupManager : MonoBehaviour, IUnitPopulator @@ -22,39 +22,68 @@ public class LineupManager : MonoBehaviour, IUnitPopulator [SerializeField] Button battleButton; + [SerializeField] + GameObject insufficientCurrenciesPopup; + + [SerializeField] + SceneNavigator sceneNavigator; + + [SerializeField] + GameObject levelAttemptCostsUIContainer; + [SerializeField] + GameObject levelAttemptCostUIPrefab; + [SerializeField] + GameObject suppliesHeaderResourceUI; + [SerializeField] + GameObject gemsHeaderResourceUI; + public static LevelData LevelData; + void Start() { - StartCoroutine(GetUser()); + SocketConnection.Instance.GetUserAndContinue(); + SetUpBattleButtonBehaviour(); + InstantiateLevelAttemptCostsUI(); + UpdateHeaderResources(); + StartCoroutine(SetUpUserUnits()); } - private IEnumerator GetUser() + private IEnumerator SetUpUserUnits() { yield return new WaitUntil(() => GlobalUserData.Instance != null); playerAvailableUnits = GlobalUserData.Instance.Units; + LevelData levelData = LevelProgress.selectedLevelData; + SetUpSelectedUnits(levelData.units, false); + this.unitsContainer.Populate(playerAvailableUnits, this); SetUpSelectedUnits(playerAvailableUnits, true); unitsContainer.OnUnitSelected.AddListener(AddUnitToLineup); - LevelData levelData = LevelProgress.selectedLevelData; - SetUpSelectedUnits(levelData.units, false); } private void SetUpSelectedUnits(List units, bool isPlayer) { UnitPosition[] unitPositions = isPlayer ? playerUnitPositions : opponentUnitPositions; - foreach (Unit unit in units.Where(unit => unit.selected)) + List selectedUnits = units.Where(unit => unit.selected).ToList(); + foreach (Unit unit in selectedUnits) { UnitPosition unitPosition = unitPositions[unit.slot.Value - 1]; unitPosition.SetUnit(unit, isPlayer); unitPosition.OnUnitRemoved += RemoveUnitFromLineup; - - if (isPlayer) - { - battleButton.interactable = true; - } + } + Debug.Log(playerUnitPositions.Where(up => up.IsOccupied).Count()); + Debug.Log(isPlayer); + Debug.Log(isPlayer && playerUnitPositions.Where(up => up.IsOccupied).Count() <= LevelData.maxUnits); + if (isPlayer && playerUnitPositions.Where(up => up.IsOccupied).Count() <= LevelData.maxUnits) + { + battleButton.interactable = true; + } + else + { + Debug.Log("Disable 1"); + battleButton.interactable = false; } } @@ -71,7 +100,7 @@ private void AddUnitToLineup(Unit unit) unitPosition.OnUnitRemoved += RemoveUnitFromLineup; SocketConnection.Instance.SelectUnit(unit.id, GlobalUserData.Instance.User.id, slot); unitsContainer.SetUnitUIActiveById(unit.id, false); - battleButton.interactable = true; + battleButton.interactable = playerUnitPositions.Where(up => up.IsOccupied).Count() <= LevelData.maxUnits; } } @@ -83,11 +112,16 @@ private void RemoveUnitFromLineup(Unit unit) unit.slot = null; SocketConnection.Instance.UnselectUnit(unit.id, GlobalUserData.Instance.User.id); unitsContainer.SetUnitUIActiveById(unit.id, true); - - if (!playerUnitPositions.Any(unit => unit.IsOccupied)) + Debug.Log(playerUnitPositions.Where(up => up.IsOccupied).Count()); + if (!playerUnitPositions.Any(unit => unit.IsOccupied) || playerUnitPositions.Where(up => up.IsOccupied).Count() > LevelData.maxUnits) { + Debug.Log("Disable 2"); battleButton.interactable = false; } + else if (playerUnitPositions.Where(up => up.IsOccupied).Count() <= LevelData.maxUnits) + { + battleButton.interactable = true; + } } private bool CompareUnitId(UnitPosition unitPosition, Unit unit) @@ -116,4 +150,58 @@ public void Populate(Unit unit, GameObject unitItem) unitItemButton.interactable = false; } } + + private void SetUpBattleButtonBehaviour() + { + battleButton.GetComponent