game(ui): working start game

next up, overlays
This commit is contained in:
Mark Joshwel 2024-08-11 13:05:00 +08:00
parent fe965d5c94
commit ce7aec894a
8 changed files with 346 additions and 58 deletions

View file

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View file

@ -4,7 +4,9 @@
* description: game manager singleton for a single source of truth state management
*/
using System;
using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// singleton class for managing the game state as a single source of truth
@ -17,11 +19,11 @@ public class GameManager : MonoBehaviour
public enum DisplayState
{
Game,
ScreenMainMenu, // done
ScreenOptionsMenu, // done
OverlayPauseMenu, // TODO
OverlayCompleteUnderTimeMenu, // TODO
OverlayFailedOverTimeMenu, // TODO
ScreenMainMenu,
ScreenOptionsMenu,
OverlayPauseMenu,
OverlayCompleteUnderTimeMenu,
OverlayFailedOverTimeMenu,
UnassociatedState
}
@ -30,6 +32,11 @@ public enum DisplayState
/// </summary>
public static GameManager Instance;
/// <summary>
/// property to store the heads-up display game object
/// </summary>
[SerializeField] private GameObject headsUpDisplay;
/// <summary>
/// the current state of the game
/// </summary>
@ -40,9 +47,11 @@ public enum DisplayState
/// </summary>
public bool Paused => _state != DisplayState.Game;
/// <summary>
/// function to set doesn't destroy on load and checks for multiple instances
/// </summary>
/// <exception cref="NullReferenceException">thrown if a Heads-Up Display game object isn't set in the properties</exception>
private void Awake()
{
// check if instance hasn't been set yet
@ -63,6 +72,10 @@ private void Awake()
// destroy the new instance if it's not the singleton instance
Destroy(gameObject);
}
// check if the heads-up display is set
if (headsUpDisplay == null)
throw new NullReferenceException("GameManager: heads-up display is not set in game manager properties");
}
/// <summary>
@ -71,7 +84,10 @@ private void Awake()
// /// <exception cref="Exception">generic exception it couldn't verify a safe state when starting the game</exception>
private void Start()
{
// set to the main menu state
SetDisplayState(DisplayState.ScreenMainMenu);
// pause the game
PauseGameHelper(DisplayState.ScreenMainMenu);
}
/// <summary>
@ -113,6 +129,15 @@ private void PauseGameHelper(DisplayState incomingState)
Debug.Log("GameManager.PauseGameHelper: freeing cursor for main menu");
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
Debug.Log(GameObject.FindGameObjectWithTag("Player"));
var playerInput = GameObject.Find("PlayerArmature")?.GetComponent<PlayerInput>();
Debug.Log($"playerController={playerInput}");
if (playerInput != null)
{
Debug.Log("GameManager.PauseGameHelper: sentencing player input/control to a ball and chain boowomp");
playerInput.enabled = false;
}
}
// if the current and incoming states are the same, then we shouldn't do anything,
@ -126,9 +151,9 @@ private void PauseGameHelper(DisplayState incomingState)
// hide any menu that is currently showing
HideMenuHelper();
// get all child menus in the "Menus" parent object
foreach (var menuParent in GameObject.FindGameObjectsWithTag("Interfaces"))
foreach (Transform menu in menuParent.transform)
// get all child interfaces in the "Interfaces" parent object
foreach (var interfaces in GameObject.FindGameObjectsWithTag("Interfaces"))
foreach (Transform menu in interfaces.transform)
{
// show the menu based on the incoming state
// get the associated state of the menu
@ -166,13 +191,19 @@ private void ResumeGameHelper(DisplayState incomingState)
}
// else, we should resume the game
Debug.Log("GameManager.ResumeGameHelper: resuming game");
Time.timeScale = 1f;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
Debug.Log("GameManager.ResumeGameHelper: resuming game");
// hide any menu that is currently showing
HideMenuHelper();
// free the character controller
var playerInput = GameObject.Find("PlayerArmature")?.GetComponent<PlayerInput>();
if (playerInput == null) return;
Debug.Log("GameManager.ResumeGameHelper: enabling player input/control");
playerInput.enabled = true;
}
/// <summary>
@ -203,11 +234,23 @@ public void SetDisplayState(DisplayState displayState)
// if we're transitioning into gameplay or into the main menu,
// we'll need a post-step to enable the correct camera
if (displayState is not (DisplayState.Game or DisplayState.ScreenMainMenu))
{
Debug.Log($"GameManager.SetDisplayState({displayState}): skipping post-step");
return;
}
// get all MainCamera-tagged objects and disable them
// disabling (1): disable the 'Menu Camera' camera
var menuCameraObject = GameObject.Find("Menu Camera")?.GetComponent<Camera>();
if (menuCameraObject != null)
{
Debug.Log("GameManager.SetDisplayState: disabling 'Menu Camera' camera");
menuCameraObject.enabled = false;
}
// disabling (2): get all MainCamera-tagged objects and disable them
foreach (var mainCameraObject in GameObject.FindGameObjectsWithTag("MainCamera"))
{
Debug.Log($"GameManager.SetDisplayState: disabling 'MainCamera' camera {mainCameraObject}");
// find the camera component
var potentialCamera = mainCameraObject.GetComponent<Camera>();
// if the object doesn't have a camera component, skip it
@ -224,7 +267,7 @@ public void SetDisplayState(DisplayState displayState)
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
// change the camera to the main menu camera named very specifically such
case DisplayState.ScreenMainMenu:
Debug.Log("GameManager.SetDisplayState: targeting 'Menu Camera' camera");
targetCameraObject = GameObject.Find("Menu Camera");
@ -237,14 +280,11 @@ public void SetDisplayState(DisplayState displayState)
break;
}
// find the camera component
if (targetCameraObject == null) return;
var targetCamera = targetCameraObject.GetComponent<Camera>();
// find the camera component and enable it
var targetCamera = targetCameraObject?.GetComponent<Camera>();
if (targetCamera == null) return;
// enable the target camera
Debug.Log("GameManager.SetDisplayState: enabling target camera");
targetCamera.enabled = true;
Debug.Log("GameManager.SetDisplayState: enabled target camera");
}
/// <summary>

View file

@ -59,7 +59,7 @@ public override void OnEnable()
/// </summary>
private void OptionStartGame()
{
// start game
Debug.Log("ScreenMainMenu.OptionStartGame: clicked, starting game");
Game.NewGame();
}
@ -69,7 +69,7 @@ private void OptionStartGame()
/// </summary>
private void OptionShowOptions()
{
// show the option menu
Debug.Log("ScreenMainMenu.OptionShowOptions: clicked, showing options menu");
Game.SetDisplayState(GameManager.DisplayState.ScreenOptionsMenu);
}
@ -79,8 +79,7 @@ private void OptionShowOptions()
/// </summary>
private void OptionQuitGame()
{
// quit game
Debug.Log("MainMenu.OptionQuitGame: exiting");
Debug.Log("ScreenMainMenu.OptionQuitGame: clicked, quitting game");
Game.Quit();
}
}

View file

@ -5,7 +5,6 @@ #Root {
Button {
background-color: rgb(193, 39, 45);
width: 40%;
height: 25%;
color: rgb(255, 255, 255);
font-size: 24px;
@ -19,4 +18,13 @@ Button {
border-right-color: rgba(0, 0, 0, 0);
border-top-color: rgba(0, 0, 0, 0);
border-bottom-color: rgba(0, 0, 0, 0);
min-width: 40%;
}
Slider {
color: rgb(193, 39, 45);
font-size: 24px;
}
Slider > VisualElemement {
}

View file

@ -1,8 +1,9 @@
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