gold_sprint_lpr/Assets/Scripts/GameScene/GameManager.cs

158 lines
3.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public enum States {
Menu = 0,
RaceSetup = 1,
Race = 2
}
public class GameManager : MonoBehaviour {
private static GameManager _instance;
//public static GameManager Instance {get {return _instance; } }
public static GameManager Instance {get {return _instance ?? (_instance =
new GameObject("GameManager").AddComponent<GameManager>()); } }
private HUDManager hm;
private BikeManager bm1;
private BikeManager bm2;
private States _status;
public States Status {get {return _status;} }
// Skins of the two players
private int[] _skins = new int[2];
ConfigurationLoader conf;
private void Awake(){
// Singleton
if (_instance != null && _instance != this) {
Debug.Log("WARNING: Other instance of GameManager found.");
Destroy(gameObject);
} else {
_instance = this;
}
// Don't destroy when loading new scene
DontDestroyOnLoad(transform.gameObject);
conf = new ConfigurationLoader();
_status = States.Menu;
// TODO: Load Menu
}
private void Start() {
// Quick Check
if (hm == null)
Debug.Log("ERROR: HUDManager not registered.");
if (bm1 == null)
Debug.Log("ERROR: BikeManager P1 not registered.");
if (bm2 == null)
Debug.Log("ERROR: BikeManager P2 not registered.");
}
public void RegisterBike(BikeManager bike, int bikeID) {
if (bikeID == 0)
bm1 = bike;
if (bikeID == 1)
bm2 = bike;
}
public void RegisterHUD(HUDManager hud) {
hm = hud;
}
public BikeManager GetBikeManager(int bikeID) {
if (bikeID == 0)
return bm1;
if (bikeID == 1)
return bm2;
return null;
}
public void Hello() {
Debug.Log("Hello!");
}
public float GetRaceDistance() {
return conf.distance;
}
public float GetRaceNormalTime() {
return conf.normalTime;
}
public float GetBikeWheelDiameter(int bikeID) {
return conf.diameters[bikeID];
}
public int GetSensorsCount(int bikeID) {
return conf.sensors[bikeID];
}
public void SetSkins(int player1, int player2) {
_skins[0] = player1;
_skins[1] = player2;
}
public int GetSkins(int playerID) {
return _skins[playerID];
}
// TODO: Remove once menus are ok
void Update() {
if (Input.GetButtonDown("SubmitP1")) {
Debug.Log("Héhé Cancel");
SetSkins(0, 0);
}
}
public void LaunchRace() {
_status = States.RaceSetup;
StartCoroutine(LoadGameScene());
}
void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode) {
// TODO: Check game status
if (_status == States.RaceSetup) {
StartCoroutine(SetupRace());
}
}
void OnEnable() {
SceneManager.sceneLoaded += OnLevelFinishedLoading;
}
void OnDisable() {
SceneManager.sceneLoaded -= OnLevelFinishedLoading;
}
IEnumerator SetupRace() {
hm.SetMessageActive(false);
// Timer
//yield return new WaitForSeconds(3f);
hm.SetMessageActive(true);
hm.SetMessage("Prêts ?");
// Timer
yield return new WaitForSeconds(2f);
hm.SetMessage("Pédalez !");
_status = States.Race;
// Timer
yield return new WaitForSeconds(1f);
hm.SetMessageActive(false);
}
IEnumerator LoadGameScene() {
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("GameScene");
while (!asyncLoad.isDone)
yield return null;
}
}