using MS; using System; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class GamePlayManager : MonoBehaviour { public List _cellPrefab; public Popup menuPopup; [Header("GameOver Setting")] public Popup gameOverPopup; public Popup rankedUpPopup; public TMP_Text starLevel; public TMP_Text nextStarLevel; public TMP_Text LevelCompleteText; public TMP_Text RankedUpText; public ParticleSystem confettiParticle; public Button nextBtn; public Button closeBtn; public Image fillBar; [Header("Layout Setting")] public RectTransform _levelContainer; public float _space; public LevelGroup[] levelGroups; public static GamePlayManager instance; [HideInInspector] public List allCellList; [HideInInspector] public List startCellList; [HideInInspector] public List midCellList; [HideInInspector] public List endCellList; [HideInInspector] public List visibleCellList; [HideInInspector] public bool isGameOver; [HideInInspector] public bool closeGameOver; [HideInInspector] public int row; [HideInInspector] public int column; private List undoList; private float startTime; private RectTransform rootCanvas; private float _levelContainerMaxHeight; private Vector3 _levelContainerPosition; private bool isRotating; // Adding the isTimerLevel flag public static bool isTimerLevel; private void Awake() { instance = this; } private void Start() { rootCanvas = base.transform.parent.GetComponent(); _levelContainerMaxHeight = _levelContainer.rect.height; _levelContainerPosition = _levelContainer.localPosition; SetupLevel(); } private void ShowMessagePopup() { int messagePopupIndex = GameManager.currentLevel.messagePopupIndex; if (messagePopupIndex != -1) { MessagePopup.instance.ShowMessage(messagePopupIndex); } } public void SetupLevel() { isGameOver = false; closeGameOver = false; MessagePopup.instance.HideAll(); GameManager.currentLevelGroup = (GameManager.currentLevelGroup ?? levelGroups[GameManager.CurrentLevelGroupIndex]); GameManager.CurrentLevelGroupIndex = Array.IndexOf(levelGroups, GameManager.currentLevelGroup); GameManager.currentLevel = Resources.Load(GameManager.currentLevelGroup.ResourcesFolderPath + GameManager.CurrentLevelNo); if (GameManager.currentLevel == null) { UnityEngine.Debug.LogError("Level Not Found at : " + GameManager.currentLevelGroup.ResourcesFolderPath + GameManager.CurrentLevelNo); return; } row = GameManager.currentLevel.row; column = GameManager.currentLevel.column; float maxCellSize = GameManager.currentLevel.maxCellSize; startTime = Time.time; undoList = new List(); _levelContainer.sizeDelta = new Vector2(rootCanvas.rect.width, _levelContainerMaxHeight); float a = Mathf.Min(_levelContainer.rect.width / (float)column, _levelContainer.rect.height / (float)row); a = Mathf.Min(a, maxCellSize); _levelContainer.sizeDelta = new Vector2((float)column * a, (float)row * a); _levelContainer.transform.localPosition = _levelContainerPosition + GameManager.currentLevel.levelContainerDelta * a; for (int num = _levelContainer.childCount - 1; num >= 0; num--) { UnityEngine.Object.Destroy(_levelContainer.GetChild(num).gameObject); } startCellList = new List(); midCellList = new List(); endCellList = new List(); allCellList = new List(); visibleCellList = new List(); for (int i = 0; i < row; i++) { for (int j = 0; j < column; j++) { LevelCellData levelCellData = GameManager.currentLevel.cellList[i * column + j]; Cell cell = UnityEngine.Object.Instantiate(_cellPrefab[levelCellData.CellIndex], _levelContainer); cell.GetComponent().sizeDelta = Vector2.one * a; cell.GetComponent().anchoredPosition = new Vector2((float)j * a + (float)j * _space, (float)(-i) * a - (float)i * _space); cell.name = i + " " + j; cell.pos = new Vector2Int(j, i); cell.SetLevelData(levelCellData); allCellList.Add(cell); if (cell.pipeCellType != 0) { if (cell.pipeCellType == CellType.Start) { startCellList.Add(cell); } else if (cell.pipeCellType == CellType.Middle) { midCellList.Add(cell); } else { endCellList.Add(cell); } visibleCellList.Add(cell); } } } GameScene.instance.UpdateUI(); Timer.Schedule(this, 0.5f, ShowMessagePopup); RecursivePipeColors(); visibleCellList.ForEach(delegate (Cell obj) { obj.UpdatePipeColor(); }); CheckGameOver(); } public void OnButtonClick(Cell c) { if (!isRotating && !isGameOver) { undoList.Add(new UndoAction(c, c.RotationValue)); c.RotationValue++; StartCoroutine(RotatePipe(c)); } } public void Undo() { if (!isRotating && undoList != null && undoList.Count != 0) { UndoAction undoAction = undoList[undoList.Count - 1]; undoList.RemoveAt(undoList.Count - 1); undoAction.cell.RotationValue = undoAction.rotValue; StartCoroutine(RotatePipe(undoAction.cell)); } } private IEnumerator RotatePipe(Cell c) { isRotating = true; if (c != null) { c.ApplyRotationOnImage(0.1f); } RecursivePipeColors(); yield return new WaitForSeconds(0.1f); visibleCellList.ForEach(delegate (Cell obj) { obj.UpdatePipeColor(); }); isRotating = false; CheckGameOver(); } private void RecursivePipeColors() { visibleCellList.ForEach(delegate (Cell obj) { obj.RemoveAllPipeColor(); }); startCellList.ForEach(delegate (Cell cell) { if (cell.pipeCellType == CellType.Start) { Cell cell2 = cell.pipes[0].T ? cell.TopCell : (cell.pipes[0].B ? cell.BottomCell : ((!cell.pipes[0].L) ? cell.RightCell : cell.LeftCell)); Side sourceSide = cell.pipes[0].T ? Side.T : (cell.pipes[0].R ? Side.R : (cell.pipes[0].B ? Side.B : Side.L)); if (cell2 != null) { if (sourceSide == Side.L) { cell.pipes[0].LeftLeak = true; cell.pipes[0].Img_1.gameObject.SetActive(true); if (cell2.pipes[0].R) { cell.pipes[0].LeftLeak = false; cell.pipes[0].Img_1.gameObject.SetActive(false); } if (cell2.pipes.Count > 1 && cell2.pipes[1].R) { cell.pipes[0].LeftLeak = false; cell.pipes[0].Img_1.gameObject.SetActive(false); } } else if (sourceSide == Side.B) { cell.pipes[0].BottomLeak = true; cell.pipes[0].Img_1.gameObject.SetActive(true); if (cell2.pipes[0].T) { cell.pipes[0].BottomLeak = false; cell.pipes[0].Img_1.gameObject.SetActive(false); } if (cell2.pipes.Count > 1 && cell2.pipes[1].T) { cell.pipes[0].BottomLeak = false; cell.pipes[0].Img_1.gameObject.SetActive(false); } } else if (sourceSide == Side.T) { cell.pipes[0].TopLeak = true; cell.pipes[0].Img_1.gameObject.SetActive(true); if (cell2.pipes[0].B) { cell.pipes[0].TopLeak = false; cell.pipes[0].Img_1.gameObject.SetActive(false); } if (cell2.pipes.Count > 1 && cell2.pipes[1].B) { cell.pipes[0].TopLeak = false; cell.pipes[0].Img_1.gameObject.SetActive(false); } } else if (sourceSide == Side.R) { cell.pipes[0].RightLeak = true; cell.pipes[0].Img_1.gameObject.SetActive(true); if (cell2.pipes[0].L) { cell.pipes[0].RightLeak = false; cell.pipes[0].Img_1.gameObject.SetActive(false); } if (cell2.pipes.Count > 1 && cell2.pipes[1].L) { cell.pipes[0].RightLeak = false; cell.pipes[0].Img_1.gameObject.SetActive(false); } } cell2.FillColor(new List { cell.defaultColor }, cell, sourceSide); } else { cell.pipes[0].Img_1.gameObject.SetActive(true); } } }); } public void GiveHint() { for (int i = 0; i < GameManager.currentLevelGroup.NoOfHint; i++) { List list = visibleCellList.FindAll((Cell obj) => !obj.IsHint && !obj.redundant && !obj.IsInRighRotation()); if (list != null && list.Count > 0) { list[UnityEngine.Random.Range(0, list.Count)].IsHint = true; } } StartCoroutine(RotatePipe(null)); } private void CheckGameOver() { isGameOver = IsGameOver(); if (isGameOver) { List list = midCellList.FindAll((Cell x) => !x.HasAnyColor()); foreach (Cell item in list) { item.transform.SetSiblingIndex(base.transform.childCount - 1); Rigidbody2D rigidbody2D = item.gameObject.AddComponent(); rigidbody2D.gravityScale = 1.2f; rigidbody2D.AddForce(Quaternion.Euler(0f, 0f, UnityEngine.Random.Range(-30, 30)) * Vector3.up * 300f); } bool flag = list.Count > 0; float num = 0.7f; if (flag) { num += 0.6f; } Compliment.Type complimentType = GameManager.currentLevel.complimentType; if (complimentType != 0) { num += 0.6f; Compliment.instance.Show(complimentType); } StartCoroutine(ShowingGameOver(num)); } } public bool IsGameOver() { foreach (Cell endCell in endCellList) { if (endCell.defaultColor != ColorManager.MixPipeColor(endCell.pipes[0].fillColor)) { return false; } } foreach (Cell visibleCell in visibleCellList) { foreach (Pipe pipe in visibleCell.pipes) { if (((visibleCell.pipeCellType != CellType.Start && visibleCell.pipeCellType != CellType.End) ? ColorManager.MixPipeColor(pipe.fillColor) : visibleCell.defaultColor) != 0) { if ((pipe.L && visibleCell.LeftCell == null) || (pipe.R && visibleCell.RightCell == null) || (pipe.T && visibleCell.TopCell == null) || (pipe.B && visibleCell.BottomCell == null)) { return false; } if ((pipe.L && !visibleCell.LeftCell.HasSide(Side.R)) || (pipe.R && !visibleCell.RightCell.HasSide(Side.L)) || (pipe.T && !visibleCell.TopCell.HasSide(Side.B)) || (pipe.B && !visibleCell.BottomCell.HasSide(Side.T))) { return false; } } } } return true; } private IEnumerator ShowingGameOver(float delay) { MessagePopup.instance.HideAll(); PlayFabManager.Instance.playFabLeaderboards.UpdateLevelsCompleted(GameManager.CurrentLevelNo * (GameManager.CurrentLevelGroupIndex + 1)); yield return new WaitForSeconds(delay); LevelCompleteText.text = "Level " + GameManager.CurrentLevelNo + " Completed!"; starLevel.text = GameManager.StarLevel + string.Empty; nextStarLevel.text = (GameManager.StarLevel + 1).ToString(); fillBar.fillAmount = GameManager.StarLevelProgress; nextBtn.onClick.RemoveAllListeners(); if (GameManager.currentLevelGroup.TotalLevel > GameManager.CurrentLevelNo) { nextBtn.onClick.AddListener(delegate { gameOverPopup.Close(); Sound.instance.PlayButton(); GameManager.CurrentLevelNo++; SetupLevel(); }); nextBtn.GetComponentInChildren().text = "NEXT"; } else { nextBtn.onClick.AddListener(delegate { gameOverPopup.Close(); closeGameOver = true; GameScene.instance.OnBackBtn(); }); nextBtn.GetComponentInChildren().text = "BACK"; } nextBtn.interactable = false; gameOverPopup.Open(); confettiParticle.Play(); yield return new WaitForSeconds(0.5f); if (!isTimerLevel) { if (GameManager.currentLevelGroup.CompletedLevel < GameManager.CurrentLevelNo) { int sl = GameManager.StarLevel; for (int i = 0; i < GameManager.currentLevelGroup.StarXPReward; i++) { GameManager.AddStar(1); starLevel.text = GameManager.StarLevel + string.Empty; nextStarLevel.text = (GameManager.StarLevel + 1).ToString(); if (fillBar.fillAmount > GameManager.StarLevelProgress) { while (fillBar.fillAmount < 1f) { fillBar.fillAmount += 0.01f; yield return new WaitForSeconds(0.01f); } fillBar.fillAmount = 0f; } while (fillBar.fillAmount < GameManager.StarLevelProgress) { fillBar.fillAmount += 0.01f; yield return new WaitForSeconds(0.01f); } } if (sl < GameManager.StarLevel) { RankedUpText.text = GameManager.StarLevel.ToString(); ShowRankedUpScreen(); confettiParticle.Play(); GameManager.Coin += UnityEngine.Random.Range(30, 45); GameScene.instance.UpdateUI(); } } } nextBtn.interactable = true; GameManager.currentLevelGroup.SetLevelCompleted(GameManager.CurrentLevelNo, Time.time - startTime); if (AdmobController.isInterAdAvailable) IronSource.Agent.showInterstitial(); } private void ShowRankedUpScreen() { rankedUpPopup.Open(); } public void OnRankedUpContinue() { rankedUpPopup.Close(); } public void NextGame() { if (!isTimerLevel) { if (GameManager.CurrentLevelNo > GameManager.currentLevelGroup.CompletedLevel) { if (GameManager.Coin < GameConfig.instance.numCoinForSkipGame) { Toast.instance.ShowMessage("You don't have enough coins"); return; } GameManager.Coin -= GameConfig.instance.numCoinForSkipGame; GameManager.currentLevelGroup.SetLevelCompleted(GameManager.CurrentLevelNo, Time.time - startTime); } } else { if (GameManager.CurrentLevelNo > GameManager.currentLevelGroup.CompletedLevel_Timer) { if (GameManager.Coin < GameConfig.instance.numCoinForSkipGame) { Toast.instance.ShowMessage("You don't have enough coins"); return; } GameManager.Coin -= GameConfig.instance.numCoinForSkipGame; GameManager.currentLevelGroup.SetLevelCompleted(GameManager.CurrentLevelNo, Time.time - startTime); } } menuPopup.Close(); Sound.instance.PlayButton(); if (GameManager.currentLevelGroup.TotalLevel > GameManager.CurrentLevelNo) { Timer.Schedule(this, 0.8f, delegate { GameManager.CurrentLevelNo++; SetupLevel(); }); } else { GameScene.instance.OnBackBtn(); } } }