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station_obscurum_unity/Assets/Scripts/Game/InGameManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
public class InGameManager : MonoBehaviour
{
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[SerializeField] private Volume gameVolume;
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[SerializeField] private Volume pausedVolume;
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[SerializeField] private bool isPaused;
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// [SerializeField]
//private float pauseTransitionDuration = 1f;
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[SerializeField] private Canvas gameCanvas;
[SerializeField] private Canvas pausedCanvas;
[SerializeField] private List<AudioSource> sounds = new();
private readonly List<float> initSoundVolumes = new();
private bool isTransitioning;
public bool IsPaused => isPaused;
// Start is called before the first frame update
private void Start()
{
isPaused = false;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = isPaused;
gameVolume.weight = 1;
pausedVolume.weight = 0;
gameCanvas.gameObject.SetActive(true);
pausedCanvas.gameObject.SetActive(false);
foreach (var source in sounds) initSoundVolumes.Add(source.volume);
}
// Update is called once per frame
private void Update()
{
if (Input.GetButtonDown("Pause")) TogglePause();
if (isTransitioning || true)
{
if (isPaused)
{
//transition into pause
//gameVolume.weight = Mathf.Lerp(gameVolume.weight, 0, Time.deltaTime);
//pausedVolume.weight = Mathf.Lerp(pausedVolume.weight, 1, Time.deltaTime);
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//gameVolume.weight = gameVolume.weight < 0.1 ? 0 : gameVolume.weight;
//pausedVolume.weight = pausedVolume.weight > 0.9 ? 1 : pausedVolume.weight;
gameVolume.weight = 0;
pausedVolume.weight = 1;
}
else
{
//transition out of pause
gameVolume.weight = 1;
pausedVolume.weight = 0;
}
}
}
public void TogglePause()
{
if (!isTransitioning)
{
isPaused = !isPaused;
Cursor.visible = isPaused;
if (!isPaused)
Cursor.lockState = CursorLockMode.Locked;
else
Cursor.lockState = CursorLockMode.None;
StartCoroutine(pauseTransition());
}
}
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public void UnPause()
{
if (!isTransitioning)
{
isPaused = false;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = isPaused;
StartCoroutine(pauseTransition());
}
}
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public void Pause()
{
if (!isTransitioning)
{
isPaused = true;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = isPaused;
StartCoroutine(pauseTransition());
}
}
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private IEnumerator pauseTransition()
{
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if (pausedCanvas.gameObject.activeInHierarchy && !isPaused) pausedCanvas.gameObject.SetActive(false);
if (gameCanvas.gameObject.activeInHierarchy && isPaused) gameCanvas.gameObject.SetActive(false);
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isTransitioning = true;
yield return new WaitForSeconds(0);
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isTransitioning = false;
print("Unpause canvas?" + isPaused + "," + pausedCanvas.gameObject.activeInHierarchy);
if (!pausedCanvas.gameObject.activeInHierarchy && isPaused) pausedCanvas.gameObject.SetActive(true);
if (!gameCanvas.gameObject.activeInHierarchy && !isPaused) gameCanvas.gameObject.SetActive(true);
}
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public void SetVolume(float volume)
{
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for (var i = 0; i < sounds.Count; i++) sounds[i].volume = initSoundVolumes[i] * volume;
}
public void ExitToMenu()
{
SceneManager.LoadScene(0);
}
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}