f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
139 lines
3.9 KiB
C#
139 lines
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.SceneManagement;
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namespace Game
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{
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public class InGameManager : MonoBehaviour
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{
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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]
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//private float pauseTransitionDuration = 1f;
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[SerializeField] private Canvas gameCanvas;
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[SerializeField] private Canvas pausedCanvas;
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[SerializeField] private List<AudioSource> sounds = new();
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private readonly List<float> initSoundVolumes = new();
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private bool isTransitioning;
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public bool IsPaused => isPaused;
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[SerializeField] private Scriptable.GameState state;
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// Start is called before the first frame update
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private void Start()
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{
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isPaused = false;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = isPaused;
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gameVolume.weight = 1;
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pausedVolume.weight = 0;
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gameCanvas.gameObject.SetActive(true);
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pausedCanvas.gameObject.SetActive(false);
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foreach (var source in sounds) initSoundVolumes.Add(source.volume);
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}
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// Update is called once per frame
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private void Update()
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{
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state.IsPaused = isPaused;
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if (Input.GetButtonDown("Pause")) TogglePause();
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if (isTransitioning || true)
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{
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if (isPaused)
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{
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//transition into pause
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//gameVolume.weight = Mathf.Lerp(gameVolume.weight, 0, Time.deltaTime);
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//pausedVolume.weight = Mathf.Lerp(pausedVolume.weight, 1, Time.deltaTime);
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//gameVolume.weight = gameVolume.weight < 0.1 ? 0 : gameVolume.weight;
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//pausedVolume.weight = pausedVolume.weight > 0.9 ? 1 : pausedVolume.weight;
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gameVolume.weight = 0;
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pausedVolume.weight = 1;
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}
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else
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{
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//transition out of pause
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gameVolume.weight = 1;
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pausedVolume.weight = 0;
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}
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}
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}
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public void TogglePause()
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{
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if (!isTransitioning)
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{
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isPaused = !isPaused;
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Cursor.visible = isPaused;
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if (!isPaused)
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Cursor.lockState = CursorLockMode.Locked;
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else
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Cursor.lockState = CursorLockMode.None;
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StartCoroutine(pauseTransition());
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}
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}
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public void UnPause()
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{
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if (!isTransitioning)
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{
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isPaused = false;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = isPaused;
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StartCoroutine(pauseTransition());
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}
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}
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public void Pause()
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{
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if (!isTransitioning)
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{
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isPaused = true;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = isPaused;
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StartCoroutine(pauseTransition());
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}
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}
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private IEnumerator pauseTransition()
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{
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if (pausedCanvas.gameObject.activeInHierarchy && !isPaused) pausedCanvas.gameObject.SetActive(false);
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if (gameCanvas.gameObject.activeInHierarchy && isPaused) gameCanvas.gameObject.SetActive(false);
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isTransitioning = true;
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yield return new WaitForSeconds(0);
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isTransitioning = false;
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print("Unpause canvas?" + isPaused + "," + pausedCanvas.gameObject.activeInHierarchy);
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if (!pausedCanvas.gameObject.activeInHierarchy && isPaused) pausedCanvas.gameObject.SetActive(true);
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if (!gameCanvas.gameObject.activeInHierarchy && !isPaused) gameCanvas.gameObject.SetActive(true);
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}
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public void SetVolume(float volume)
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{
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for (var i = 0; i < sounds.Count; i++) sounds[i].volume = initSoundVolumes[i] * volume;
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}
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public void ExitToMenu()
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{
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SceneManager.LoadScene(0);
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}
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}
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} |