这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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90 行
2.3 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum GameState
{
Gameplay,// regular state: player moves, attacks, can perform actions
Pause,// pause menu is opened, the whole game world is frozen
Inventory, //when inventory UI or cooking UI are open
Dialogue,
Cutscene,
LocationTransition,// when the character steps into LocationExit trigger, fade to black begins and control is removed from the player
Combat,//enemy is nearby and alert, player can't open Inventory or initiate dialogues, but can pause the game
}
//[CreateAssetMenu(fileName = "GameState", menuName = "Gameplay/GameState", order = 51)]
public class GameStateSO : ScriptableObject
{
private GameState _currentGameState = default;
private GameState _previousGameState = default;
[SerializeField] BoolEventChannelSO _setAggroEvent = default;
public GameState CurrentGameState => _currentGameState;
List<Transform> _enemiesInCombat = new List<Transform>();
private void OnEnable()
{
_enemiesInCombat = new List<Transform>();
}
public void ChangeStateToCombat(Transform enemy)
{
if (!_enemiesInCombat.Exists(o => o == enemy))
{
_enemiesInCombat.Add(enemy);
}
UpdateGameState(GameState.Combat);
}
public void ChangeStateFromCombat(Transform enemy)
{
if (_enemiesInCombat.Exists(o => o == enemy))
{
_enemiesInCombat.Remove(enemy);
if (_enemiesInCombat.Count > 0)
{
UpdateGameState(GameState.Combat);
}
else
{
UpdateGameState(GameState.Gameplay);
}
}
}
public void UpdateGameState(GameState newGameState)
{
if (newGameState != CurrentGameState)
{
if (newGameState == GameState.Combat) // if new game state is combat : switch to aggro
{
_setAggroEvent.RaiseEvent(true);
}
else
{
_setAggroEvent.RaiseEvent(false);
}
_previousGameState = _currentGameState;
_currentGameState = newGameState;
}
}
public void ResetToPreviousGameState()
{
if (_previousGameState != CurrentGameState)
{
if (_previousGameState == GameState.Combat) // if new game state is combat : switch to aggro
{
_setAggroEvent.RaiseEvent(true);
}
else if (CurrentGameState == GameState.Combat) // if current game state is combat then switch out of aggro
{
_setAggroEvent.RaiseEvent(false);
}
_currentGameState = _previousGameState;
}
}
}