Fixed level loading, added level reset

This commit is contained in:
Daniel Tyomin
2024-08-18 22:01:15 +02:00
parent 3036732a0d
commit 70d7cab3b9
13 changed files with 106 additions and 239 deletions

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using TMPro;
using UnityEditor;
using UnityEngine;
public class Scoreboard: MonoBehaviour
@@ -14,18 +15,41 @@ public class Scoreboard: MonoBehaviour
public bool _running;
public TextMeshPro textMesh;
public void Start()
public void OnEnable()
{
if (!Instance)
{
Instance = this;
}
}
public void Start()
{
SetObjective(CurrentObjective);
UpdateText();
}
#if UNITY_EDITOR
[MenuItem("Tools/Restart Level")]
#endif
public static void RestartLevel()
{
foreach (var machine in StagingManager.Instance.GetComponentsInChildren<IResetable>(true))
{
machine.ResetMachine();
}
var allProducts = FindObjectsOfType<Product>();
for (int i = 0; i < allProducts.Length; i++)
{
Destroy(allProducts[i].gameObject);
}
Instance.SetObjective(Instance.CurrentObjective);
Instance.UpdateText();
}
public void SetObjective(LevelObjective objective)
{
CurrentObjective = objective;

View File

@@ -3,15 +3,4 @@
public class StageProp: MonoBehaviour
{
public StagingManager.StageEnum ActiveAtStages;
public void Start()
{
StagingManager.RegisterStageProp(this);
gameObject.SetActive(false);
}
public void OnDestroy()
{
StagingManager.RemoveStageProp(this);
}
}

View File

@@ -6,7 +6,6 @@ using UnityEngine;
public class StagingManager: MonoBehaviour
{
public static StagingManager Instance;
public static List<StageProp> StageProps;
public List<LevelObjective> Objectives;
@@ -15,8 +14,9 @@ public class StagingManager: MonoBehaviour
[Flags]
public enum StageEnum
{
Level1 = 1,
Level2 = 2,
Level1 = 1 << 0,
Level2 = 1 << 1,
Level3 = 1 << 2,
}
public void OnEnable()
@@ -26,40 +26,15 @@ public class StagingManager: MonoBehaviour
Instance = this;
}
}
public void OnDestroy()
{
StageProps.Clear();
}
public static void RegisterStageProp(StageProp stageProp)
{
if (StageProps == null)
{
StageProps = new List<StageProp>();
}
if (!StageProps.Contains(stageProp))
{
StageProps.Add(stageProp);
}
}
public static void RemoveStageProp(StageProp stageProp)
{
if (StageProps.Contains(stageProp))
{
StageProps.Remove(stageProp);
}
}
public static void SetStage(StageEnum stage)
{
Instance.CurrentStage = stage;
foreach (var stageProp in StageProps)
foreach (var stageProp in FindObjectsOfType<StageProp>(true))
{
stageProp.gameObject.SetActive((stageProp.ActiveAtStages & stage) != 0);
Debug.Log(stageProp.ActiveAtStages.HasFlag(stage));
stageProp.gameObject.SetActive(stageProp.ActiveAtStages.HasFlag(stage));
}
}