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143 行
5.5 KiB
143 行
5.5 KiB
using GameplayIngredients.Actions;
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using GameplayIngredients.LevelStreaming;
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using NaughtyAttributes;
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using System.Linq;
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using UnityEngine;
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namespace GameplayIngredients
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{
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[AddComponentMenu(ComponentMenu.managersPath + "Game Manager")]
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[ManagerDefaultPrefab("GameManager")]
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public class GameManager : Manager
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{
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[Header("Events")]
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public Callable[] OnGameStart;
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public Callable[] OnLevelLoaded;
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public Callable[] OnMainMenuLoaded;
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[Header("Levels"), NonNullCheck]
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public GameLevel MainMenuGameLevel;
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[ReorderableList, NonNullCheck]
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public GameLevel[] MainGameLevels;
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[Header("Save")]
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public bool EnableSaveProgress = true;
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public string ProgressSaveName = "Progress";
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public static string MainMenuStartMessage = "GAME_MANAGER_MAINMENU_START";
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public static string GameLevelStartMessage ="GAME_MANAGER_GAME_START";
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public static int MainMenuStartMessageID = Shader.PropertyToID(MainMenuStartMessage);
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public static int GameLevelStartMessageID = Shader.PropertyToID(GameLevelStartMessage);
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public int currentLevel { get; private set; } = -2;
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public int currentSaveProgress
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{
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get
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{
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if(EnableSaveProgress)
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{
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Manager.Get<GameSaveManager>().LoadUserSave(0);
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return Manager.Get<GameSaveManager>().GetInt(ProgressSaveName, GameSaveManager.Location.User);
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}
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else
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{
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Debug.LogWarning("Game Manager : Saving Game Progress is Disabled, Returing first level instead.");
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return 0;
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}
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}
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set
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{
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if(EnableSaveProgress)
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{
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Manager.Get<GameSaveManager>().SetInt(ProgressSaveName, GameSaveManager.Location.User, value);
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Manager.Get<GameSaveManager>().SaveUserSave(0);
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}
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else
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{
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Debug.LogWarning("Game Manager : Saving Game Progress is Disabled");
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}
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}
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}
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GameObject m_CurrentLevelSwitch;
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public void Start()
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{
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currentLevel = int.MinValue;
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Callable.Call(OnGameStart);
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if(EnableSaveProgress)
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Manager.Get<GameSaveManager>().LoadUserSave(0);
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}
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Callable GetCurrentLevelSwitch(int targetLevel, bool showUI = false, Callable[] onComplete = null)
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{
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if(targetLevel < 0 && MainMenuGameLevel == null)
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{
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Debug.LogError("GameManager : Could not load Main Menu.");
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return null;
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}
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else if (targetLevel >= 0 && (MainGameLevels == null || MainGameLevels.Length < targetLevel + 1 || MainGameLevels[targetLevel] == null))
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{
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Debug.LogError($"GameManager : Could not load Level #{targetLevel}");
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return null;
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}
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GameObject go = new GameObject();
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go.name = $"LevelSwtich {currentLevel} -> {targetLevel}";
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go.transform.parent = this.transform;
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m_CurrentLevelSwitch = go;
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var cameraFade = go.AddComponent<FullScreenFadeAction>();
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var loadLevel = go.AddComponent<StreamingLevelAction>();
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var sendMessage = go.AddComponent<SendMessageAction>();
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var destroy = go.AddComponent<DestroyObjectAction>();
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var next = go.AddComponent<Logic.Logic>();
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cameraFade.Fading = FullScreenFadeManager.FadeMode.ToBlack;
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cameraFade.Name = "Fade to Black";
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cameraFade.Duration = 1.0f;
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cameraFade.OnComplete = new Callable[] { loadLevel };
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loadLevel.Name = $"Load {(targetLevel < 0 ? "Main menu" : MainGameLevels[targetLevel].name)}";
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loadLevel.ShowUI = showUI;
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loadLevel.Action = LevelStreamingManager.StreamingAction.Replace;
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var level = targetLevel < 0 ? MainMenuGameLevel : MainGameLevels[targetLevel];
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loadLevel.SceneToActivate = level.StartupScenes[0];
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loadLevel.Scenes = level.StartupScenes;
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loadLevel.OnLoadComplete = new Callable[] { sendMessage, destroy, next };
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string message = targetLevel == -1 ? MainMenuStartMessage : GameLevelStartMessage;
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sendMessage.Name = $"Send {message}";
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sendMessage.SetMessageName(message);
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destroy.ObjectsToDestroy = new GameObject[] { go };
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var nextActions = targetLevel < 0 ? OnMainMenuLoaded : OnLevelLoaded;
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next.Calls = nextActions.Concat(onComplete).ToArray();
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// Return first callable
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return cameraFade;
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}
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public void SwitchLevel(int nextLevel, bool showUI = false, Callable[] onComplete = null, bool saveProgress = false)
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{
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if (m_CurrentLevelSwitch == null)
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{
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var call = GetCurrentLevelSwitch(nextLevel, showUI, onComplete);
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Globals.ResetLocals();
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call.Execute();
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currentLevel = nextLevel;
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// Save Progression if Enabled and not mainmenu
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if(EnableSaveProgress && nextLevel != -1 && saveProgress)
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currentSaveProgress = currentLevel;
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}
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else
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Debug.LogWarning("SwitchLevel : an Operation was still in progress and switching level could not be done. ");
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}
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}
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}
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