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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Binary file added Assets/Resources/Fonts/cyberdyne.ttf
Binary file not shown.
22 changes: 22 additions & 0 deletions Assets/Resources/Fonts/cyberdyne.ttf.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

123 changes: 117 additions & 6 deletions Assets/Scenes/Runner Game.unity
Original file line number Diff line number Diff line change
Expand Up @@ -206,7 +206,7 @@ MonoBehaviour:
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m_enableAutoSizing: 1
Expand Down Expand Up @@ -1236,8 +1236,9 @@ RectTransform:
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m_AnchorMax: {x: 0, y: 0}
Expand Down Expand Up @@ -1385,8 +1386,83 @@ Transform:
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Expand Down Expand Up @@ -1755,7 +1831,7 @@ MonoBehaviour:
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Expand Down Expand Up @@ -2505,6 +2581,41 @@ RectTransform:
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Expand Down Expand Up @@ -2634,7 +2745,7 @@ MonoBehaviour:
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m_fontSizeBase: 36
m_fontWeight: 400
m_enableAutoSizing: 1
Expand Down Expand Up @@ -2736,7 +2847,7 @@ Transform:
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MonoBehaviour:
Expand Down
5 changes: 4 additions & 1 deletion Assets/Scripts/Config/GameConfig.cs
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,9 @@
using UnityEngine;
using view;
using view.gui;
using view.gui.brackets;
using view.log;
using static view.gui.GameObjectExtensions;

public class GameConfig : MonoBehaviour
{
Expand All @@ -14,7 +16,7 @@ public class GameConfig : MonoBehaviour

void Start()
{
var board = GameObject.Find("/Board");
var board = FindOrFail("/Board");
gameMenu = board.GetComponentInChildren<GameMenu>();
gameMenu.Resume();
var perception = new RunnerPerception();
Expand Down Expand Up @@ -44,6 +46,7 @@ void Start()
flowLog.Display(game);
var corpView = new CorpViewConfig().Display(game, parts);
new RunnerViewConfig().Display(game.runner, flowView, corpView, parts);
new RunnerGameBracket(FindOrFail("Game bracket"), game);
game.Start(corpDeck, runnerDeck);
}

Expand Down
8 changes: 4 additions & 4 deletions Assets/Scripts/Model/Game.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,8 +13,8 @@ public class Game
public readonly Runner runner;
private readonly Zone playArea;
public readonly Checkpoint checkpoint;
public event EventHandler<ITurn> CurrentTurn = delegate { };
public event EventHandler<ITurn> NextTurn = delegate { };
public event Action<ITurn> CurrentTurn = delegate { };
public event Action<ITurn> NextTurn = delegate { };
public event Action<GameFinish> Finished = delegate { };
private bool ended = false;
private Queue<ITurn> turns = new Queue<ITurn>();
Expand Down Expand Up @@ -82,8 +82,8 @@ async private Task StartTurns()
private async Task StartNextTurn()
{
var currentTurn = turns.Dequeue();
CurrentTurn(this, currentTurn);
NextTurn(this, turns.Peek());
CurrentTurn(currentTurn);
NextTurn(turns.Peek());
await currentTurn.Start();
}

Expand Down
8 changes: 8 additions & 0 deletions Assets/Scripts/View/GUI/Brackets.meta

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51 changes: 51 additions & 0 deletions Assets/Scripts/View/GUI/Brackets/ActionBracket.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,51 @@
using model.play;
using model.timing;
using System.Threading.Tasks;

namespace view.gui.brackets
{
public class ActionBracket
{
private readonly ITurn turn;
private readonly int actionOrder;
private readonly Bracket bracket;

public ActionBracket(ITurn turn, int actionOrder, Bracket bracket)
{
this.turn = turn;
this.actionOrder = actionOrder;
this.bracket = bracket;
turn.TakingAction += UpdateActivation;
turn.ActionTaken += UpdateEffect;
}

async private Task UpdateActivation(ITurn turn)
{
if (IsPresent())
{
bracket.Open();
}
await Task.CompletedTask;
}

private bool IsPresent()
{
return turn.Clicks.Spent == actionOrder - 1;
}

private bool IsPast()
{
return turn.Clicks.Spent >= actionOrder;
}

async private Task UpdateEffect(ITurn turn, Ability action)
{
if (IsPast())
{
bracket.Collapse();
}
// action.effect.Graphics;
await Task.CompletedTask;
}
}
}
11 changes: 11 additions & 0 deletions Assets/Scripts/View/GUI/Brackets/ActionBracket.cs.meta

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