您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
141 行
5.3 KiB
141 行
5.3 KiB
using GameplayIngredients.Actions;
|
|
using GameplayIngredients.LevelStreaming;
|
|
using NaughtyAttributes;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
|
|
namespace GameplayIngredients
|
|
{
|
|
[ManagerDefaultPrefab("GameManager")]
|
|
public class GameManager : Manager
|
|
{
|
|
[Header("Events")]
|
|
[ReorderableList]
|
|
public Callable[] OnGameStart;
|
|
[ReorderableList]
|
|
public Callable[] OnLevelLoaded;
|
|
[ReorderableList]
|
|
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 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.MessageToSend = 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. ");
|
|
}
|
|
}
|
|
}
|