93 lines
2.0 KiB
C#
93 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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private PlayerSetup _playerSetup;
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private EnergyController _energyController;
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[SerializeField]
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private TMPro.TMP_InputField _inputField;
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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)
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{
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Instance = this;
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}
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else
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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 InitReferences()
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{
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_playerSetup = FindObjectOfType<PlayerSetup>();
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_energyController = FindObjectOfType<EnergyController>();
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}
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private void Start()
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{
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_inputField.text = $"Player_{Random.Range(0, 1000)}";
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}
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public void ChangeState(GameState newState)
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{
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CurrentGameState = newState;
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Debug.Log(newState);
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switch (CurrentGameState)
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{
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case GameState.None:
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{
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SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex);
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}
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break;
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case GameState.Started:
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{
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_playerSetup.CreateNewPlayer(_inputField.text);
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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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_playerSetup.AddScore(_energyController.Energy);
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OnGameEnded?.Invoke();
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ChangeState(GameState.None);
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}
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break;
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}
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}
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[ContextMenu("Debug Start")]
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public void OnStartGame()
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{
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ChangeState(GameState.Started);
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}
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}
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