OldBlueWater/BlueWater/Assets/02.Scripts/GameManager.cs
NTG_Lenovo 6a21c607bb closed #41 섬 안에서의 Player, Crewmate 조작 방식 선택 기능 추가
+ 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
2023-10-23 15:11:28 +09:00

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
}
}