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GameManager.cs 5.4 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Linq;
  4. using TMPro;
  5. using UnityEditor;
  6. using UnityEngine;
  7. using UnityEngine.SceneManagement;
  8. using UnityEngine.SocialPlatforms.Impl;
  9. public class GameManager : MonoBehaviour
  10. {
  11. public int GameOverHour;
  12. public int GameOverMinutes;
  13. private GameData data;
  14. private SaveManager saveManager;
  15. private TimeManager timeManager;
  16. private MapGenerator mapGenerator;
  17. private OrbManager orbManager;
  18. public TMP_Text UI;
  19. private GameObject player;
  20. private int score;
  21. // Start is called once before the first execution of Update after the MonoBehaviour is created
  22. void Start()
  23. {
  24. //Get the player
  25. player = GameObject.Find("Player");
  26. if (player == null) return;
  27. //Get components
  28. saveManager = GetComponent<SaveManager>();
  29. timeManager = GetComponent<TimeManager>();
  30. mapGenerator = GameObject.Find("Map Generator").GetComponent<MapGenerator>();
  31. orbManager = GetComponent<OrbManager>();
  32. data = saveManager.LoadGame();
  33. if (data.Orbs.Length == 0)
  34. {
  35. StartCoroutine(orbManager.StartSpawn());
  36. }
  37. //reset light settings
  38. RenderSettings.skybox.SetTexture("_Texture1", timeManager.skyboxNight);
  39. RenderSettings.skybox.SetTexture("_Texture2", timeManager.skyboxSunrise);
  40. RenderSettings.skybox.SetFloat("_Blend", 0);
  41. timeManager.globalLight.color = timeManager.gradientNightToSunrise.Evaluate(0);
  42. RenderSettings.fogColor = timeManager.globalLight.color;
  43. if (data != null)
  44. {
  45. SetData();
  46. }
  47. else
  48. {
  49. data = new GameData();
  50. }
  51. }
  52. // Update is called once per frame
  53. void Update()
  54. {
  55. if (Input.GetKeyDown(KeyCode.F5))
  56. {
  57. Save();
  58. }
  59. if (Input.GetKeyDown(KeyCode.F9))
  60. {
  61. //SceneManager.LoadScene("Game");
  62. }
  63. if(timeManager.Hours >= GameOverHour && timeManager.Minutes >= GameOverMinutes)
  64. {
  65. OnGameOver();
  66. }
  67. if (score >= orbManager.orbsToSpawn)
  68. {
  69. OnGameOver();
  70. }
  71. }
  72. void GetData()
  73. {
  74. #region PlayerAndOrbs
  75. data.playerPosition = player.transform.position;
  76. data.playerScore = score;
  77. data.Orbs = GetAllOrbs();
  78. #endregion
  79. #region DaylightCycle
  80. data.minutes = timeManager.Minutes;
  81. data.hours = timeManager.Hours;
  82. data.skybox = RenderSettings.skybox;
  83. data.globalLightColor = timeManager.globalLight.color;
  84. data.globalLightRotation = timeManager.globalLight.transform.rotation;
  85. #endregion
  86. #region Stamina
  87. data.currentStamina = player.GetComponent<Stamina>().GetCurrentStamina();
  88. data.canSprint = player.GetComponent<Stamina>().GetCanSprint();
  89. #endregion
  90. #region MapGeneration
  91. data.seed = mapGenerator.noiseData.seed;
  92. #endregion
  93. }
  94. void SetData()
  95. {
  96. #region PlayerAndOrbs
  97. if (data.playerPosition != Vector3.zero)
  98. {
  99. player.transform.position = data.playerPosition;
  100. }
  101. else
  102. {
  103. StartCoroutine(SpawnPlayer());
  104. }
  105. score = data.playerScore;
  106. UpdateUI();
  107. SpawnOrbs();
  108. #endregion
  109. #region DaylightCycle
  110. timeManager.Minutes = data.minutes;
  111. timeManager.Hours = data.hours;
  112. if (data.skybox != null)
  113. RenderSettings.skybox = data.skybox;
  114. if (data.globalLightColor != null)
  115. {
  116. timeManager.globalLight.color = data.globalLightColor;
  117. RenderSettings.fogColor = data.globalLightColor;
  118. }
  119. if (data.globalLightRotation != null)
  120. timeManager.globalLight.transform.rotation = data.globalLightRotation;
  121. #endregion
  122. #region Stamina
  123. if (data.skybox != null) //because !
  124. player.GetComponent<Stamina>().Reinit(data.currentStamina, data.canSprint);
  125. #endregion
  126. #region MapGeneration
  127. mapGenerator.noiseData.seed = data.seed;
  128. #endregion
  129. }
  130. IEnumerator SpawnPlayer()
  131. {
  132. yield return new WaitForSeconds(3);
  133. Vector3 rayStart = Vector3.zero + Vector3.up * 300;
  134. if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 600f))
  135. {
  136. player.transform.position = hit.point + new Vector3(0f, 1f, 0f);
  137. }
  138. }
  139. private void SpawnOrbs()
  140. {
  141. for (int i = 0; i < data.Orbs.Length; i++) {
  142. Instantiate(orbManager.prefab, data.Orbs[i], Quaternion.identity);
  143. }
  144. }
  145. private Vector3[] GetAllOrbs()
  146. {
  147. string targetName = "Orb(Clone)";
  148. var actors = FindObjectsByType<GameObject>(FindObjectsSortMode.None)
  149. .Where(obj => obj.name == targetName)
  150. .ToArray();
  151. Vector3[] orbs = new Vector3[actors.Length];
  152. for (int i = 0; i < actors.Length; i++)
  153. {
  154. orbs[i] = actors[i].transform.position;
  155. }
  156. return orbs;
  157. }
  158. public void Save()
  159. {
  160. GetData();
  161. saveManager.SaveGame(data);
  162. }
  163. public void IncreaseScore()
  164. {
  165. score++;
  166. UpdateUI();
  167. }
  168. private void UpdateUI()
  169. {
  170. UI.text = score.ToString();
  171. }
  172. private void OnGameOver()
  173. {
  174. Save();
  175. SceneManager.LoadScene("EndScreen");
  176. }
  177. }