Add basic intro countdown and game states
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parent
89e482d387
commit
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10 changed files with 740 additions and 6 deletions
4
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4
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84
Assets/Scripts/GameStateManager.cs
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Assets/Scripts/GameStateManager.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameStateManager : MonoBehaviour
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{
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public static GameStateManager Instace{ get; private set; }
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public event EventHandler OnStateChanged;
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private enum State
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{
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WaitingToStart,
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StartingCountdown,
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GamePlaying,
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GameOver,
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}
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private State state;
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// --- Timers ---
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private float waitingToStartTimer = 1f;
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private float countdownToStartTimer = 3f;
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private float gamePlayTimer = 10f;
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private void Awake()
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{
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state = State.WaitingToStart;
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Instace = this;
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}
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private void Update()
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{
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switch (state)
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{
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case State.WaitingToStart:
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waitingToStartTimer -= Time.deltaTime;
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if (waitingToStartTimer < 0f)
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{
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state = State.StartingCountdown;
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OnStateChanged?.Invoke(this, EventArgs.Empty);
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}
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break;
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case State.StartingCountdown:
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countdownToStartTimer -= Time.deltaTime;
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if (countdownToStartTimer < 0f)
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{
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state = State.GamePlaying;
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OnStateChanged?.Invoke(this, EventArgs.Empty);
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}
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break;
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case State.GamePlaying:
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gamePlayTimer -= Time.deltaTime;
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if (gamePlayTimer < 0f)
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{
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state = State.GameOver;
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OnStateChanged?.Invoke(this, EventArgs.Empty);
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}
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break;
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case State.GameOver:
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break;
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}
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Debug.Log(state);
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}
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public bool IsGamePlaying()
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{
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return state == State.GamePlaying;
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}
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public bool IsCountdownToStartActive()
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{
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return state == State.StartingCountdown;
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}
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public float GetCountdownToStartTimer()
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{
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return countdownToStartTimer;
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}
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}
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|
|
@ -34,14 +34,19 @@ public class Player : MonoBehaviour, IKitchenObjectParent
|
|||
|
||||
private void GameInput_OnInteractAlteranteAction(object sender, EventArgs e)
|
||||
{
|
||||
if (GameStateManager.Instace.IsGamePlaying()) return;
|
||||
|
||||
if (selectedCounter != null)
|
||||
{
|
||||
selectedCounter.InteractAlternate(this);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void GameInput_OnInteractAction(object sender, System.EventArgs e)
|
||||
{
|
||||
if (GameStateManager.Instace.IsGamePlaying()) return;
|
||||
|
||||
if (selectedCounter != null)
|
||||
{
|
||||
selectedCounter.Interact(this);
|
||||
|
|
45
Assets/Scripts/UI/GameStartCountdownUI.cs
Normal file
45
Assets/Scripts/UI/GameStartCountdownUI.cs
Normal file
|
@ -0,0 +1,45 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class GameStartCountdownUI : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private TextMeshProUGUI countdownText;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
GameStateManager.Instace.OnStateChanged += GameStateManager_OnStateChanged;
|
||||
|
||||
Hide();
|
||||
}
|
||||
|
||||
private void GameStateManager_OnStateChanged(object sender, System.EventArgs e)
|
||||
{
|
||||
|
||||
if (GameStateManager.Instace.IsCountdownToStartActive())
|
||||
{
|
||||
Show();
|
||||
} else
|
||||
{
|
||||
Hide();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
countdownText.text = Mathf.Ceil(GameStateManager.Instace.GetCountdownToStartTimer()).ToString();
|
||||
}
|
||||
|
||||
private void Show()
|
||||
{
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
private void Hide()
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
11
Assets/Scripts/UI/GameStartCountdownUI.cs.meta
Normal file
11
Assets/Scripts/UI/GameStartCountdownUI.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2e210821ea09ba64fa474a98e4760bcb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because one or more lines are too long
Reference in a new issue