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