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288 行
8.3 KiB
288 行
8.3 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Localization;
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public class UIManager : MonoBehaviour
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{
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[Header("Scene UI")]
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[SerializeField]
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private MenuSelectionHandler _selectionHandler = default;
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[SerializeField] private UIPopup _popupPanel = default;
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[SerializeField] private UIDialogueManager _dialogueController = default;
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[SerializeField] private UIInventory _inventoryPanel = default;
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[SerializeField] private UIInteraction _interactionPanel = default;
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[SerializeField] private UIPause _pauseScreen = default;
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[SerializeField] private UISettings _settingScreen = default;
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[Header("Gameplay Components")]
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[SerializeField] private GameStateSO _gameState = default;
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[SerializeField] private MenuSO _mainMenu = default;
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[SerializeField] private InputReader _inputReader = default;
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[Header("Listening on channels")]
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[SerializeField] private VoidEventChannelSO _onSceneReady = default;
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[Header("Dialogue Events")]
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[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
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[SerializeField] private IntEventChannelSO _closeUIDialogueEvent = default;
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[Header("Inventory Events")]
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[SerializeField] private VoidEventChannelSO _openInventoryScreenForCookingEvent = default;
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[Header("Interaction Events")]
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[SerializeField] private InteractionUIEventChannelSO _setInteractionEvent = default;
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[Header("Broadcasting on ")]
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[SerializeField] private LoadEventChannelSO _loadMenuEvent = default;
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[SerializeField] private VoidEventChannelSO _onInteractionEndedEvent = default;
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[SerializeField] private ActorSO _mainProtagonist = default;
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bool isForCooking = false;
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private void Start()
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{
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_onSceneReady.OnEventRaised += ResetUI;
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_openUIDialogueEvent.OnEventRaised += OpenUIDialogue;
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_closeUIDialogueEvent.OnEventRaised += CloseUIDialogue;
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_inputReader.menuPauseEvent += OpenUIPause; // subscription to open Pause UI event happens in OnEnabled, but the close Event is only subscribed to when the popup is open
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_openInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking;
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_setInteractionEvent.OnEventRaised += SetInteractionPanel;
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_inputReader.openInventoryEvent += SetInventoryScreen;
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_inventoryPanel.Closed += CloseInventoryScreen;
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}
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void ResetUI()
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{
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_dialogueController.gameObject.SetActive(false);
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_inventoryPanel.gameObject.SetActive(false);
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_pauseScreen.gameObject.SetActive(false);
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_interactionPanel.gameObject.SetActive(false);
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Time.timeScale = 1;
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}
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void OpenUIDialogue(LocalizedString dialogueLine, ActorSO actor)
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{
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bool isProtagonistTalking = (actor == _mainProtagonist);
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_dialogueController.SetDialogue(dialogueLine, actor, isProtagonistTalking);
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_dialogueController.gameObject.SetActive(true);
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}
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void CloseUIDialogue(int dialogueType)
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{
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_selectionHandler.Unselect();
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_dialogueController.gameObject.SetActive(false);
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}
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private void OnDestroy()
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{
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//Check if the event exists to avoid errors
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_onSceneReady.OnEventRaised -= ResetUI;
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_openUIDialogueEvent.OnEventRaised -= OpenUIDialogue;
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_closeUIDialogueEvent.OnEventRaised -= CloseUIDialogue;
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_inputReader.menuPauseEvent -= OpenUIPause;
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_openInventoryScreenForCookingEvent.OnEventRaised -= SetInventoryScreenForCooking;
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_setInteractionEvent.OnEventRaised -= SetInteractionPanel;
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_inputReader.openInventoryEvent -= SetInventoryScreen;
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_inventoryPanel.Closed -= CloseInventoryScreen;
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}
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void OpenUIPause()
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{
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_inputReader.menuPauseEvent -= OpenUIPause; // you can open UI pause menu again, if it's closed
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// Time.timeScale = 0; // Pause time
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_pauseScreen.SettingsScreenOpened += OpenSettingScreen;//once the UI Pause popup is open, listen to open Settings
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_pauseScreen.BackToMainRequested += ShowBackToMenuConfirmationPopup;//once the UI Pause popup is open, listen to back to menu button
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_pauseScreen.Resumed += CloseUIPause;//once the UI Pause popup is open, listen to unpause event
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_pauseScreen.gameObject.SetActive(true);
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_inputReader.EnableMenuInput();
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_gameState.UpdateGameState(GameState.Pause);
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}
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void CloseUIPause()
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{
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Time.timeScale = 1; // unpause time
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_inputReader.menuPauseEvent += OpenUIPause; // you can open UI pause menu again, if it's closed
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// once the popup is closed, you can't listen to the following events
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_pauseScreen.SettingsScreenOpened -= OpenSettingScreen;//once the UI Pause popup is open, listen to open Settings
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_pauseScreen.BackToMainRequested -= ShowBackToMenuConfirmationPopup;//once the UI Pause popup is open, listen to back to menu button
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_pauseScreen.Resumed -= CloseUIPause;//once the UI Pause popup is open, listen to unpause event
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_pauseScreen.gameObject.SetActive(false);
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_gameState.ResetToPreviousGameState();
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if (_gameState.CurrentGameState == GameState.Gameplay || _gameState.CurrentGameState == GameState.Combat)
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_inputReader.EnableGameplayInput();
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_selectionHandler.Unselect();
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}
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void OpenSettingScreen()
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{
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_settingScreen.Closed += CloseSettingScreen; // sub to close setting event with event
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_pauseScreen.gameObject.SetActive(false); // Set pause screen to inactive
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_settingScreen.gameObject.SetActive(true);// set Setting screen to active
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// time is still set to 0 and Input is still set to menuInput
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}
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void CloseSettingScreen()
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{
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//unsub from close setting events
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_settingScreen.Closed -= CloseSettingScreen;
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_selectionHandler.Unselect();
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_pauseScreen.gameObject.SetActive(true); // Set pause screen to inactive
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_settingScreen.gameObject.SetActive(false);
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// time is still set to 0 and Input is still set to menuInput
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//going out from setting screen gets us back to the pause screen
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}
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void ShowBackToMenuConfirmationPopup()
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{
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_pauseScreen.gameObject.SetActive(false); // Set pause screen to inactive
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_popupPanel.ClosePopupAction += HideBackToMenuConfirmationPopup;
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_popupPanel.ConfirmationResponseAction += BackToMainMenu;
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_inputReader.EnableMenuInput();
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_popupPanel.gameObject.SetActive(true);
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_popupPanel.SetPopup(PopupType.BackToMenu);
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}
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void BackToMainMenu(bool confirm)
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{
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HideBackToMenuConfirmationPopup();// hide confirmation screen, show close UI pause,
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if (confirm)
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{
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CloseUIPause();//close ui pause to unsub from all events
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_loadMenuEvent.RaiseEvent(_mainMenu, false); //load main menu
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}
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}
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void HideBackToMenuConfirmationPopup()
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{
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_popupPanel.ClosePopupAction -= HideBackToMenuConfirmationPopup;
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_popupPanel.ConfirmationResponseAction -= BackToMainMenu;
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_popupPanel.gameObject.SetActive(false);
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_selectionHandler.Unselect();
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_pauseScreen.gameObject.SetActive(true); // Set pause screen to inactive
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// time is still set to 0 and Input is still set to menuInput
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//going out from confirmaiton popup screen gets us back to the pause screen
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}
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void SetInventoryScreenForCooking()
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{
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isForCooking = true;
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OpenInventoryScreen();
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}
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void SetInventoryScreen()
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{
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isForCooking = false;
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OpenInventoryScreen();
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}
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void OpenInventoryScreen()
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{
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_inputReader.menuPauseEvent -= OpenUIPause; // you cant open the UI Pause again when you are in inventory
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_inputReader.menuUnpauseEvent -= CloseUIPause; // you can close the UI Pause popup when you are in inventory
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_inputReader.menuCloseEvent += CloseInventoryScreen;
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_inputReader.closeInventoryEvent += CloseInventoryScreen;
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if (isForCooking)
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{
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_inventoryPanel.FillInventory(InventoryTabType.Recipe, true);
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}
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else
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{
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_inventoryPanel.FillInventory();
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}
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_inventoryPanel.gameObject.SetActive(true);
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_inputReader.EnableMenuInput();
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_gameState.UpdateGameState(GameState.Inventory);
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}
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void CloseInventoryScreen()
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{
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_inputReader.menuPauseEvent += OpenUIPause; // you cant open the UI Pause again when you are in inventory
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_inputReader.menuCloseEvent -= CloseInventoryScreen;
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_inputReader.closeInventoryEvent -= CloseInventoryScreen;
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_inventoryPanel.gameObject.SetActive(false);
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if (isForCooking)
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{
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_onInteractionEndedEvent.RaiseEvent();
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}
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_selectionHandler.Unselect();
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_gameState.ResetToPreviousGameState();
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if (_gameState.CurrentGameState == GameState.Gameplay || _gameState.CurrentGameState == GameState.Combat)
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_inputReader.EnableGameplayInput();
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}
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void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType)
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{
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if (isOpenEvent)
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{
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_interactionPanel.FillInteractionPanel(interactionType);
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}
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_interactionPanel.gameObject.SetActive(isOpenEvent);
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}
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}
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