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