Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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143 行
5.5 KiB

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