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everellia/SheKnowsWhatYouAreToHerGame/Assets/Scripts/GameManager.cs

296 lines
11 KiB
C#

/*
* author: mark joshwel
* date: 29/5/2024
* description: game manager singleton for a single source of truth state management
*/
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// singleton class for managing the game state as a single source of truth
/// </summary>
public class GameManager : MonoBehaviour
{
/// <summary>
/// enum for available menus in the game, for use with <c>ShowMenu()</c>
/// </summary>
public enum DisplayState
{
Game,
ScreenMainMenu,
ScreenOptionsMenu,
ScreenCreditsMenu,
ScreenPauseMenu,
ScreenCaughtMenu,
ScreenEscapedMenu,
UnassociatedState
}
/// <summary>
/// singleton pattern: define instance field for accessing the singleton elsewhere
/// </summary>
public static GameManager Instance;
/// <summary>
/// the current state of the game
/// </summary>
private DisplayState _state = DisplayState.UnassociatedState;
/// <summary>
/// property to check if the game is paused based on the current <c>DisplayState</c>
/// </summary>
// TODO: remove this if not needed
public bool Paused => _state != DisplayState.Game;
// /// <summary>
// /// the current scene of the game, used for scene switching and state transitions
// /// </summary>
// private Scene _currentScene;
//
// /// <summary>
// /// the previous scene of the game, used for scene switching and state transitions
// /// </summary>
// private Scene _previousScene;
/// <summary>
/// function to set 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)
{
// set this instance as the singleton instance
Instance = this;
// don't destroy this instance on a scene load
DontDestroyOnLoad(gameObject);
Debug.Log("GameManager: Awake as singleton instance");
}
// check if instance is already set and it's not this instance
else if (Instance != null && Instance != this)
{
Debug.Log("GameManager: Awake as non-singleton instance, destroying self");
// destroy the new instance if it's not the singleton instance
Destroy(gameObject);
}
}
/// <summary>
/// called when the game starts, sets state to the main menu
/// </summary>
// /// <exception cref="Exception">generic exception it couldn't verify a safe state when starting the game</exception>
private void Start()
{
SetDisplayState(DisplayState.ScreenMainMenu);
// _currentScene = SceneManager.GetSceneByName("S2 World");
// _previousScene = _currentScene;
// if (_currentScene == null)
// {
// throw new Exception("GameManager.Start: current scene is null");
// }
}
/// <summary>
/// helper function to hide any menu that is currently showing
/// </summary>
private void HideMenuHelper()
{
// get all child menus in the "Menus" parent object
foreach (var menu in GameObject.FindGameObjectsWithTag("Menus"))
foreach (Transform menuChild in menu.transform)
{
// disable the menu if it's currently active
if (!menuChild.gameObject.activeSelf) continue;
Debug.Log($"GameManager.HideMenuHelper: hiding menu '{menuChild}'");
menuChild.gameObject.SetActive(false);
}
}
/// <summary>
/// helper function for <c>SetDisplayState()</c> to pause the game,
/// called before the incoming game state is set
/// </summary>
/// <param name="incomingState">the to-be-set state of the game</param>
private void PauseGameHelper(DisplayState incomingState)
{
// if we're transitioning from a state of gameplay to a state of non-gameplay,
// then we should pause the game
if (_state == DisplayState.Game && incomingState != DisplayState.Game)
{
Debug.Log("GameManager.PauseGameHelper: actually pausing game");
Time.timeScale = 0f;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
// or if the incoming state is the main menu, we should probably free the cursor
else if (incomingState == DisplayState.ScreenMainMenu)
{
Debug.Log("GameManager.PauseGameHelper: freeing cursor for main menu");
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
// if the current and incoming states are the same, then we shouldn't do anything,
// so we return early
if (_state == incomingState)
{
Debug.Log("GameManager.PauseGameHelper: states are the same, returning early");
return;
}
// hide any menu that is currently showing
HideMenuHelper();
// get all child menus in the "Menus" parent object
foreach (var menuParent in GameObject.FindGameObjectsWithTag("Menus"))
foreach (Transform menu in menuParent.transform)
{
// show the menu based on the incoming state
// get the associated state of the menu
var possibleMenuObject = menu.gameObject.GetComponent<CommonMenu>();
if (possibleMenuObject == null) continue;
// guard clause if the menu isn't what we're looking for
if (possibleMenuObject.associatedState != incomingState)
continue;
// if the associated state is the same as the incoming state, then show the menu
Debug.Log($"GameManager.PauseGameHelper: showing menu for {incomingState}");
menu.gameObject.SetActive(true);
}
}
/// <summary>
/// helper function for <c>SetDisplayState()</c> to resume the game,
/// called before the incoming game state is set
/// </summary>
/// <param name="incomingState">the to-be-set state of the game</param>
private void ResumeGameHelper(DisplayState incomingState)
{
// if we're NOT transitioning from a state of non-gameplay to a state of gameplay,
// (which means currently we are in a state of gameplay),
// then we shouldn't do anything, because the game is already running,
// so we return early
if (_state == DisplayState.Game || incomingState != DisplayState.Game)
{
Debug.Log(
"GameManager.ResumeGameHelper: returning prematurely as" +
$" _state={_state} and incomingState={incomingState}");
return;
}
// else, we should resume the game
Time.timeScale = 1f;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
Debug.Log("GameManager.ResumeGameHelper: resuming game");
// hide any menu that is currently showing
HideMenuHelper();
}
/// <summary>
/// function to show a menu based on the enum passed,
/// and any other necessary actions
/// </summary>
/// <param name="displayState">the game menu to show</param>
public void SetDisplayState(DisplayState displayState)
{
// boolean check if we're transitioning to the same state
var transitioning = _state == displayState;
// check if the game is paused or not
if (displayState is DisplayState.Game or DisplayState.UnassociatedState)
{
Debug.Log($"GameManager.SetDisplayState({displayState}): pre-resume helper");
ResumeGameHelper(displayState);
}
else
{
Debug.Log($"GameManager.SetDisplayState({displayState}): pre-pause helper");
// if we're transitioning to the main menu, load the main menu scene
if (transitioning && displayState == DisplayState.ScreenMainMenu)
SceneManager.LoadScene("S2 World");
PauseGameHelper(displayState);
}
Debug.Log($"GameManager.SetDisplayState({displayState}): post-pause/resume helper");
// set the state of the game to the incoming state
_state = displayState;
Debug.Log($"GameManager.SetDisplayState({displayState}): state is now {displayState}");
// if we're transitioning into gameplay or into the main menu,
// we'll need a post-step to enable the correct camera
if (displayState is not (DisplayState.Game or DisplayState.ScreenMainMenu))
return;
// get all MainCamera-tagged objects and disable them
foreach (var mainCameraObject in GameObject.FindGameObjectsWithTag("MainCamera"))
{
// find the camera component
var potentialCamera = mainCameraObject.GetComponent<Camera>();
// if the object doesn't have a camera component, skip it
if (potentialCamera == null) continue;
// disable the camera
potentialCamera.enabled = false;
}
// declare a target camera to enable
GameObject targetCameraObject;
// switch on the state to enable the correct camera
// could be an if statement, but unity optimizes switch statements anyway
switch (displayState)
{
// if we're transitioning to the main menu state,
// change the camera to the main menu camera under the "Menus"-tagged parent object
case DisplayState.ScreenMainMenu:
Debug.Log("GameManager.SetDisplayState: targeting 'Menu Camera' camera");
targetCameraObject = GameObject.Find("Menu Camera");
break;
// else, we should enable the players' main camera
default:
Debug.Log("GameManager.SetDisplayState: targeting 'MainCamera' camera");
targetCameraObject = GameObject.Find("MainCamera");
break;
}
// find the camera component
if (targetCameraObject == null) return;
var targetCamera = targetCameraObject.GetComponent<Camera>();
if (targetCamera == null) return;
// enable the target camera
Debug.Log("GameManager.SetDisplayState: enabling target camera");
targetCamera.enabled = true;
}
/// <summary>
/// wrapper function to quit the game
/// in case of any cleanup needed
/// </summary>
public void Quit()
{
// quit the application
Application.Quit();
}
/// <summary>
/// resets game state and starts a new game, will call <c>SetDisplayState()</c>
/// </summary>
public void NewGame()
{
// set to game state
SetDisplayState(DisplayState.Game);
// TODO
}
}