OldBlueWater/BlueWater/Assets/02.Scripts/GameManager.cs
2023-10-20 10:26:57 +09:00

149 lines
4.8 KiB
C#

using System.Collections.Generic;
using BlueWaterProject;
using Sirenix.OdinInspector;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.InputSystem;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[DefaultExecutionOrder(-1)]
public class GameManager : Singleton<GameManager>
{
[field: Title("Controller")]
public CameraController CameraController { get; private set; }
public ShipPlayer shipPlayer;
public List<Boat> boats = new(10);
[field: Required("BlueWater Player Input Action을 넣어주세요.")]
[field: SerializeField] public InputActionAsset PlayerAction { get; private set; }
public InIslandPlayer InIslandPlayer { get; set; }
[field: Required("Viking Prefab을 넣어주세요.")]
[field: SerializeField] public GameObject InIslandPlayerPrefab { get; set; }
[field: SerializeField] public List<Crewmate> CrewmatePrefabList { get; set; }
[Range(0f, 1f)]
[SerializeField] private float slowSpeed = 0.1f;
private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
[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 GlobalValue.PlayerMode CurrentPlayerMode { get; set; }
private void Init()
{
CameraController = FindAnyObjectByType<CameraController>();
shipPlayer = FindAnyObjectByType<ShipPlayer>();
}
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;
}
#region Player Mode State switch
public void SwitchDredgeMode(bool isOn)
{
if (isOn)
{
SwitchTakeAim(false);
SwitchAssaultMode(false);
SwitchInShipMode(false);
CameraController.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);
CameraController.CamShipDeckMode();
IsInShipMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.IN_SHIP;
}
else if (IsInShipMode)
{
CameraController.CamDredgeMode();
IsInShipMode = false;
}
}
public void SwitchAssaultMode(bool isOn)
{
if (isOn)
{
SwitchTakeAim(false);
SwitchInShipMode(false);
SwitchDredgeMode(false);
CameraController.CamAssaultMode();
UiManager.Inst.CardLayoutGroupAnimator.Play();
IsAssaultMode = true;
CurrentPlayerMode = GlobalValue.PlayerMode.ASSAULT;
}
else if (IsAssaultMode)
{
CameraController.CamDredgeMode();
UiManager.Inst.CardLayoutGroupAnimator.Reverse();
IsAssaultMode = false;
}
}
public void SwitchTakeAim(bool isOn)
{
if (isOn)
{
SwitchAssaultMode(false);
SwitchInShipMode(false);
SwitchDredgeMode(false);
CameraController.CamTakeAim(true);
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
IsTakeAim = true;
CurrentPlayerMode = GlobalValue.PlayerMode.TAKE_AIM;
}
else if (IsTakeAim)
{
CameraController.CamTakeAim(false);
Cursor.visible = true;
Cursor.lockState = CursorLockMode.Confined;
IsTakeAim = false;
}
UiManager.Inst.AimOnOff(isOn);
}
#endregion
}
}