
+ 게임 시작 전에 GameManager에서 IslandPlayerMode로 조작 방식 선택 + IInIslandPlayer 인터페이스 추가 + 텐텐 무기(Dagger) 회전값 변경 + 원거리 무기 생성 위치 변경 + 섬 전용 카메라 InIslandCamera(싱글톤) 추가 + player, crewmate 스폰 방식 수정 + 파티클 OnDrawGizmoSelected 추가
177 lines
5.9 KiB
C#
177 lines
5.9 KiB
C#
using System.Collections.Generic;
|
|
using Sirenix.OdinInspector;
|
|
using UnityEngine;
|
|
using UnityEngine.InputSystem;
|
|
|
|
// ReSharper disable once CheckNamespace
|
|
namespace BlueWaterProject
|
|
{
|
|
[DefaultExecutionOrder(-1)]
|
|
public class GameManager : Singleton<GameManager>
|
|
{
|
|
// 섬 안의 플레이어 모드 선택
|
|
[field: Title("InIsland Data")]
|
|
[field: SerializeField] public GlobalValue.InIslandPlayerMode IslandPlayerMode { get; private set; }
|
|
[field: Required("Viking Prefab을 넣어주세요.")]
|
|
[field: SerializeField] public GameObject InIslandPlayerPrefab { get; private set; }
|
|
[field: SerializeField] public List<Crewmate> CrewmatePrefabList { get; private set; }
|
|
[field: SerializeField] public List<Crewmate> CurrentCrewmateList { get; set; }
|
|
public IInIslandPlayer CurrentInIslandPlayer { get; set; }
|
|
|
|
// Player
|
|
[field: Title("Player")]
|
|
[field: SerializeField] public ShipPlayer ShipPlayer { get; private set; }
|
|
[field: SerializeField] public InShipPlayer InShipPlayer { get; private set; }
|
|
|
|
// Game Data
|
|
[Title("Game Data")]
|
|
[Range(0f, 1f)]
|
|
[SerializeField] private float slowSpeed = 0.1f;
|
|
|
|
private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
|
|
|
|
// Game State
|
|
[field: Title("Game State")]
|
|
[field: SerializeField] public bool IsInShipMode { get; set; }
|
|
[field: SerializeField] public bool IsDredgeMode { get; set; }
|
|
[field: SerializeField] public bool IsTakeAim { get; set; }
|
|
[field: SerializeField] public bool IsAssaultMode { get; set; }
|
|
[field: SerializeField] public bool IsShipDeckMode { get; set; }
|
|
[field: SerializeField] public bool IsConversation { get; set; }
|
|
[field: SerializeField] public GlobalValue.PlayerMode CurrentPlayerMode { get; set; }
|
|
|
|
private void Init()
|
|
{
|
|
ShipPlayer = FindAnyObjectByType<ShipPlayer>();
|
|
InShipPlayer = FindAnyObjectByType<InShipPlayer>();
|
|
}
|
|
protected override void OnAwake()
|
|
{
|
|
Init();
|
|
}
|
|
|
|
private void Start()
|
|
{
|
|
Cursor.lockState = CursorLockMode.Confined;
|
|
}
|
|
|
|
public void SlowSpeedMode()
|
|
{
|
|
Time.timeScale = slowSpeed;
|
|
Time.fixedDeltaTime = 0.02f * Time.timeScale;
|
|
}
|
|
|
|
public void DefaultSpeedMode()
|
|
{
|
|
Time.timeScale = 1f;
|
|
Time.fixedDeltaTime = 0.02f;
|
|
}
|
|
|
|
public void SetCurrentInIslandPlayer(IInIslandPlayer inIslandPlayer)
|
|
{
|
|
PlayerInput currentPlayerInput;
|
|
|
|
if (CurrentInIslandPlayer != null)
|
|
{
|
|
currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent<PlayerInput>();
|
|
if (currentPlayerInput != null)
|
|
{
|
|
currentPlayerInput.enabled = false;
|
|
}
|
|
}
|
|
|
|
CurrentInIslandPlayer = inIslandPlayer;
|
|
InIslandCamera.Inst.SetTarget(inIslandPlayer.Transform);
|
|
|
|
currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent<PlayerInput>();
|
|
if (currentPlayerInput != null)
|
|
{
|
|
currentPlayerInput.enabled = true;
|
|
}
|
|
}
|
|
|
|
#region Player Mode State switch
|
|
|
|
public void SwitchDredgeMode(bool isOn)
|
|
{
|
|
if (isOn)
|
|
{
|
|
SwitchTakeAim(false);
|
|
SwitchAssaultMode(false);
|
|
SwitchInShipMode(false);
|
|
CameraManager.Inst.CamDredgeMode();
|
|
IsDredgeMode = true;
|
|
CurrentPlayerMode = GlobalValue.PlayerMode.DREDGE;
|
|
}
|
|
else if (IsDredgeMode)
|
|
{
|
|
IsDredgeMode = false;
|
|
}
|
|
}
|
|
|
|
public void SwitchInShipMode(bool isOn)
|
|
{
|
|
if (isOn)
|
|
{
|
|
SwitchTakeAim(false);
|
|
SwitchAssaultMode(false);
|
|
SwitchDredgeMode(false);
|
|
CameraManager.Inst.CamShipDeckMode();
|
|
IsInShipMode = true;
|
|
CurrentPlayerMode = GlobalValue.PlayerMode.IN_SHIP;
|
|
}
|
|
else if (IsInShipMode)
|
|
{
|
|
CameraManager.Inst.CamDredgeMode();
|
|
IsInShipMode = false;
|
|
}
|
|
}
|
|
|
|
public void SwitchAssaultMode(bool isOn)
|
|
{
|
|
if (isOn)
|
|
{
|
|
SwitchTakeAim(false);
|
|
SwitchInShipMode(false);
|
|
SwitchDredgeMode(false);
|
|
CameraManager.Inst.CamAssaultMode();
|
|
UiManager.Inst.CardLayoutGroupAnimator.Play();
|
|
IsAssaultMode = true;
|
|
CurrentPlayerMode = GlobalValue.PlayerMode.ASSAULT;
|
|
}
|
|
else if (IsAssaultMode)
|
|
{
|
|
CameraManager.Inst.CamDredgeMode();
|
|
UiManager.Inst.CardLayoutGroupAnimator.Reverse();
|
|
IsAssaultMode = false;
|
|
}
|
|
}
|
|
|
|
public void SwitchTakeAim(bool isOn)
|
|
{
|
|
if (isOn)
|
|
{
|
|
SwitchAssaultMode(false);
|
|
SwitchInShipMode(false);
|
|
SwitchDredgeMode(false);
|
|
CameraManager.Inst.CamTakeAim(true);
|
|
Cursor.visible = false;
|
|
Cursor.lockState = CursorLockMode.Locked;
|
|
IsTakeAim = true;
|
|
CurrentPlayerMode = GlobalValue.PlayerMode.TAKE_AIM;
|
|
}
|
|
else if (IsTakeAim)
|
|
{
|
|
CameraManager.Inst.CamTakeAim(false);
|
|
Cursor.visible = true;
|
|
Cursor.lockState = CursorLockMode.Confined;
|
|
IsTakeAim = false;
|
|
}
|
|
|
|
UiManager.Inst.AimOnOff(isOn);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|