Files
DougDiggem/Assets/Scripts/Management/GameManager.cs
T

277 lines
8.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.VectorGraphics;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
public DialogueManager DialogueManager { get; private set; }
public TimeManager TimeManager { get; private set; }
public PlayerManager PlayerManager { get; private set; }
public Inventory Inventory { get; private set; }
public Storybools Storybools { get; private set; }
public PauseMenu PauseMenu { get; private set; }
public SoundSettingManager SoundSettingManager { get; private set; }
public PlayerController PlayerController { get; private set; }
public Image BlackScreen { get; private set; }
// Are we currently in a scene transition?
private bool isTransitioningScenes = false;
private void Awake()
{
// If there is an instance, and it's not me, delete myself.
if (Instance != null && Instance != this)
{
Destroy(this.gameObject);
return;
}
else
{
Instance = this;
}
DontDestroyOnLoad(gameObject);
ReloadReferences();
}
private void Start()
{
SaveSystem.Load();
}
/// <summary>
/// Grab everything the GameManager needs to keep track of
/// </summary>
private void ReloadReferences()
{
Instance.BlackScreen = GameObject.FindWithTag("BlackScreen").GetComponent<Image>();
Instance.PlayerController = GameObject.FindWithTag("Player").GetComponent<PlayerController>();
Instance.DialogueManager = GetComponent<DialogueManager>();
Instance.DialogueManager.ReloadReferences();
Instance.PauseMenu = GameObject.FindWithTag("PauseMenu").GetComponent<PauseMenu>();
Instance.PauseMenu.ReloadReferences();
Instance.PauseMenu.gameObject.SetActive(false);
Instance.Inventory = GetComponent<Inventory>();
Instance.TimeManager = GetComponent<TimeManager>();
Instance.PlayerManager = GetComponent<PlayerManager>();
Instance.SoundSettingManager = GetComponent<SoundSettingManager>();
Instance.SoundSettingManager.ReloadReferences();
}
#region Map Load Handling
/// <summary>
/// Triggers transition to a map point
/// </summary>
public void GoToMapPoint(MapPoint mapPoint, bool instantBlackScreen = false)
{
StartCoroutine(GoToMapPointCoroutine(mapPoint, instantBlackScreen));
}
/// <summary>
/// Executes transition to map point (scene and location)
/// </summary>
private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint, bool instantBlackScreen)
{
Instance.isTransitioningScenes = true;
Instance.PlayerController.SetCharacterControl(false);
// Fade to black
float fadeDuration = 0.2f; // how long to fade to/from black
float moveDuration = 0.4f; // how long to auto walk into room from the door
float fadeTime = 0;
Color blackScreenColor = Color.black;
// Fade to black when instantBlackScreen is false
if (!instantBlackScreen)
{
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
Instance.BlackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
}
else
{
// instantly make screen black before scene transition
blackScreenColor.a = 1;
Instance.BlackScreen.color = blackScreenColor;
}
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(mapPoint.Scene);
while (!asyncLoad.isDone)
{
// Optional: Update a loading bar with asyncLoad.progress
yield return null;
}
ReloadReferences();
// Make sure screen is black in new scene
Instance.BlackScreen.color = blackScreenColor;
if (Instance.PlayerController != null && GameSceneManager.Instance != null)
{
Instance.PlayerController.CharacterControllerMove(mapPoint.SpawnPosition - PlayerController.transform.position);
}
// Fade back in
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
Instance.BlackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
blackScreenColor.a = 0;
Instance.BlackScreen.color = blackScreenColor;
// move character a little more
while (fadeTime < moveDuration)
{
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
Instance.isTransitioningScenes = false;
Instance.PlayerController.SetCharacterControl(true);
}
#endregion
#region Scene Door Handling
/// <summary>
/// Triggers transition to specified scene at the door with the specified ID
/// </summary>
public void EnterSceneDoor(string scene, int door)
{
StartCoroutine(EnterSceneDoorCoroutine(scene, door));
}
/// <summary>
/// Executes transition to specified scene at the door with the specified ID
/// </summary>
private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
{
Instance.isTransitioningScenes = true;
Instance.PlayerController.SetCharacterControl(false);
// Fade to black
float fadeDuration = 0.2f; // how long to fade to/from black
float moveDuration = 0.4f; // how long to auto walk into room from the door
float fadeTime = 0;
Color blackScreenColor = Color.black;
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
Instance.BlackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(scene);
while (!asyncLoad.isDone)
{
// Optional: Update a loading bar with asyncLoad.progress
yield return null;
}
ReloadReferences();
// Make sure screen is black in new scene
blackScreenColor.a = 1;
Instance.BlackScreen.color = blackScreenColor;
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
if (Instance.PlayerController != null && GameSceneManager.Instance != null)
{
if (door != null)
{
Instance.PlayerController.CharacterControllerMove(door.gameObject.transform.position - PlayerController.transform.position);
Instance.PlayerController.DougBody.transform.rotation = door.gameObject.transform.rotation;
}
}
// Fade back in
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
Instance.BlackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
Instance.PlayerController.WalkInDirection((door.WalkDirection.position - PlayerController.transform.position).normalized);
yield return null;
}
blackScreenColor.a = 0;
Instance.BlackScreen.color = blackScreenColor;
// move character a little more
while (fadeTime < moveDuration)
{
Instance.PlayerController.WalkInDirection((door.WalkDirection.position - PlayerController.transform.position).normalized);
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
Instance.isTransitioningScenes = false;
Instance.PlayerController.SetCharacterControl(true);
}
#endregion
/// <summary>
/// Are we currently in the middle of a scene transition?
/// </summary>
public bool InSceneTransition()
{
return Instance.isTransitioningScenes;
}
#region Storybool Save/Load
public void SaveStoryBools(ref StoryboolSaveData data)
{
data.Storybools = Instance.Storybools;
}
public void LoadStoryBools(StoryboolSaveData data)
{
if (data.Storybools != null)
{
Instance.Storybools = data.Storybools;
}
else
{
Instance.Storybools = new Storybools();
}
}
#endregion
}
[System.Serializable]
public struct StoryboolSaveData
{
public Storybools Storybools;
}