rabidus-test/Assets/Scripts/GameManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public enum GameState
{
None,
Started,
Ended,
}
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
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private EnergyController _energyController;
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private vTimerCounter _timerCounter;
private EndGameModule _endGameModule;
private bool _successEnd;
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public UnityEvent OnGameStarted;
public UnityEvent OnGameEnded;
public GameState CurrentGameState = GameState.None;
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private void Awake()
{
if (!Instance)
{
Instance = this;
}
else
{
Destroy(gameObject);
return;
}
InitReferences();
}
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private void OnEnable()
{
_timerCounter.OnTimeEnded.AddListener(OnEndTime);
}
private void OnDisable()
{
_timerCounter.OnTimeEnded.AddListener(OnEndTime);
}
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private void InitReferences()
{
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_endGameModule = FindObjectOfType<EndGameModule>();
_timerCounter = FindObjectOfType<vTimerCounter>();
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}
public void ChangeState(GameState newState)
{
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if (CurrentGameState == newState)
return;
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CurrentGameState = newState;
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Debug.Log(newState);
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switch (CurrentGameState)
{
case GameState.Started:
{
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OnGameStarted?.Invoke();
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}
break;
case GameState.Ended:
{
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OnGameEnded?.Invoke();
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_endGameModule.ShowEndMenu(_successEnd);
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}
break;
}
}
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private bool _startedOnce = false;
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public UITextShow TextShow;
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[ContextMenu("Debug Start")]
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public void OnStartGame()
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{
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if (_startedOnce)
return;
_startedOnce = true;
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TextShow.ShowTimer(3, "<22><><EFBFBD><EFBFBD><EFBFBD>!", 1, null, ()=> ChangeState(GameState.Started));
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}
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[ContextMenu("Debug End")]
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public void OnEndTime()
{
_successEnd = false;
ChangeState(GameState.Ended);
}
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[ContextMenu("Debug Finish")]
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public void OnFinish()
{
_successEnd = true;
ChangeState(GameState.Ended);
}
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}