108 lines
No EOL
3 KiB
C#
108 lines
No EOL
3 KiB
C#
using UnityEngine;
|
|
using UnityEngine.Serialization;
|
|
using UnityEngine.UIElements;
|
|
|
|
/// <summary>
|
|
/// singleton for a single source of truth game state and flow management
|
|
/// </summary>
|
|
public class GameManager : MonoBehaviour
|
|
{
|
|
/// <summary>
|
|
/// enum for available menus in the game, for use with <c>ShowMenu()</c>
|
|
/// </summary>
|
|
public enum DisplayState
|
|
{
|
|
Nothing,
|
|
PlayView,
|
|
LeaderboardView,
|
|
AccountView,
|
|
}
|
|
|
|
/// <summary>
|
|
/// singleton pattern: define instance field for accessing the singleton elsewhere
|
|
/// </summary>
|
|
public static GameManager Instance;
|
|
|
|
/// <summary>
|
|
/// the current display state of the game
|
|
/// </summary>
|
|
[SerializeField] private DisplayState state = DisplayState.Nothing;
|
|
|
|
/// <summary>
|
|
/// the visual element object for game ui (hud/prompts/tooltips)
|
|
/// </summary>
|
|
private VisualElement _ui;
|
|
|
|
/// <summary>
|
|
/// backend object for handling communication with the firebase backend
|
|
/// </summary>
|
|
public Backend Backend;
|
|
|
|
/// <summary>
|
|
/// the local player data object for storing player data
|
|
/// </summary>
|
|
private LocalPlayerData _localPlayerData;
|
|
|
|
/// <summary>
|
|
/// enforces singleton behaviour; sets doesn't destroy on load and checks for multiple instances
|
|
/// </summary>
|
|
private void Awake()
|
|
{
|
|
// check if instance hasn't been set yet
|
|
if (Instance == null)
|
|
{
|
|
Debug.Log("awake as singleton instance, setting self as the forever-alive instance");
|
|
Instance = this;
|
|
DontDestroyOnLoad(gameObject);
|
|
}
|
|
// check if instance is already set and it's not this instance
|
|
else if (Instance != null && Instance != this)
|
|
{
|
|
Debug.Log("awake as non-singleton instance, destroying self");
|
|
Destroy(gameObject);
|
|
}
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
SetDisplayState(DisplayState.PlayView);
|
|
|
|
// load the local player data and refresh the ui
|
|
_localPlayerData = new LocalPlayerData();
|
|
_localPlayerData.LoadFromTheWorld();
|
|
|
|
// register a callback to refresh the ui when the player signs in
|
|
Backend.RegisterOnSignInCallback(_ =>
|
|
{
|
|
_localPlayerData.LoadFromTheWorld();
|
|
});
|
|
}
|
|
|
|
/// <summary>
|
|
/// called when the game object is enabled
|
|
/// </summary>
|
|
private void OnEnable()
|
|
{
|
|
Backend = new Backend();
|
|
Backend.Initialise();
|
|
}
|
|
|
|
/// <summary>
|
|
/// called when the game object is disabled
|
|
/// </summary>
|
|
private void OnDestroy()
|
|
{
|
|
Backend.Cleanup();
|
|
}
|
|
|
|
/// <summary>
|
|
/// function to show a menu based on the enum passed,
|
|
/// and any other necessary actions
|
|
/// </summary>
|
|
/// <param name="newDisplayState">the game menu to show</param>
|
|
public void SetDisplayState(DisplayState newDisplayState)
|
|
{
|
|
var currentDisplayState = St;
|
|
switch (newDisplayState)
|
|
}
|
|
} |