Files
DougDiggem/Assets/Scripts/GameManager.cs
T
2026-03-07 10:18:38 -06:00

155 lines
4.2 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 Inventory Inventory { get; private set; }
public Storybools Storybools { get; private set; }
// Are we currently in a scene transition?
private bool isTransitioningScenes = false;
private Image blackScreen;
private PlayerController playerController;
private void Awake()
{
// If there is an instance, and it's not me, delete myself.
if (Instance != null && Instance != this)
{
Destroy(this.gameObject);
}
else
{
Instance = this;
}
DontDestroyOnLoad(gameObject);
ReloadReferences();
SaveSystem.Load();
SaveSystem.Save(); // save off any corruption fixes
}
/// <summary>
/// Grab everything the GameManager needs to keep track of
/// </summary>
private void ReloadReferences()
{
blackScreen = GameObject.FindWithTag("BlackScreen").GetComponent<Image>();
playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController>();
DialogueManager = GetComponent<DialogueManager>();
DialogueManager.ReloadReferences();
Inventory = GetComponent<Inventory>();
}
/// <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)
{
isTransitioningScenes = true;
// Fade to black
float fadeDuration = 0.2f;
float fadeTime = 0;
Color blackScreenColor = Color.black;
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
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
blackScreen.color = blackScreenColor;
if (playerController != null && GameSceneManager.Instance != null)
{
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
if (door != null)
{
playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position);
playerController.DougBody.transform.rotation = door.gameObject.transform.rotation;
}
}
// Fade back in
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
blackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
isTransitioningScenes = false;
}
/// <summary>
/// Are we currently in the middle of a scene transition?
/// </summary>
public bool InSceneTransition()
{
return 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;
}