96 lines
2.0 KiB
C#
96 lines
2.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public enum GameState
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{
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None,
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Started,
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Ended,
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}
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance { get; private set; }
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public UnityEvent OnGameInit;
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public UnityEvent OnGameStarted;
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public UnityEvent OnGameEnded;
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public GameState CurrentGameState = GameState.None;
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private void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else if (Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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InitReferences();
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}
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private void Start()
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{
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LeaderboardController.Instance.RefreshEntries();
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}
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private void InitReferences()
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{
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OnGameInit?.Invoke();
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}
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public void ChangeState(GameState newState)
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{
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if (CurrentGameState == newState)
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return;
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Debug.Log($"Change GameState [{CurrentGameState}]=>[{newState}]", this);
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CurrentGameState = newState;
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switch (CurrentGameState)
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{
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case GameState.Started:
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{
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OnGameStarted?.Invoke();
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}
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break;
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case GameState.Ended:
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{
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OnGameEnded?.Invoke();
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}
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break;
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}
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}
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private bool _startedOnce = false;
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public UITextShow TextShow;
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[ContextMenu("Debug Start")]
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public void OnStartGame()
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{
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Debug.Log($"Try start. Flag: {_startedOnce}", this);
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if (_startedOnce)
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return;
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_startedOnce = true;
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Debug.Log($"Try run timer", this);
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TextShow.ShowTimer(3, "СТАРТ!", 1, null, () =>
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{
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Debug.Log($"End timer. Change game to start", this);
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ChangeState(GameState.Started);
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});
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}
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}
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