mirror of
https://github.com/nothke/quality-control.git
synced 2024-12-22 15:57:28 +00:00
307 lines
7.3 KiB
C#
307 lines
7.3 KiB
C#
using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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public class UIManager: MonoBehaviour
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{
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public static UIManager Instance;
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public void OnEnable()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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}
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public enum UIState
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{
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MainMenu = 0,
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Game = 1,
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Pause = 2,
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HowToPlay = 3,
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StageSelect = 4,
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ConfirmQuit = 5,
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StageComplete = 6,
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}
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public List<UIState> StateStack = new List<UIState>() {UIState.MainMenu};
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public GameObject MainMenu;
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public GameObject Reticle;
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public GameObject HowToPlay;
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public GameObject StageSelect;
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public GameObject Pause;
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public GameObject ConfirmQuit;
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public GameObject StageComplete;
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public GameObject RetryButton;
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public GameObject NextStageButton;
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public TextMeshProUGUI StageCompleteText;
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public void Start()
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{
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MainMenu.SetActive(false);
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Reticle.SetActive(false);
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HowToPlay.SetActive(false);
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StageSelect.SetActive(false);
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ConfirmQuit.SetActive(false);
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Pause.SetActive(false);
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StageComplete.SetActive(false);
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PushState(UIState.MainMenu);
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}
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public void PushState(UIState state)
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{
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if (StateStack.Count > 0)
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{
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if (StateStack[0] == state)
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{
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return;
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}
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OnExitState(StateStack[0]);
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}
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PopState();
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StateStack.Add(state);
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OnEnterState(state);
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}
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public void PushMainMenu()
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{
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PushState(UIState.MainMenu);
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}
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public void PushHowToPlay()
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{
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PushState(UIState.HowToPlay);
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}
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public void PushStageSelect()
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{
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PushState(UIState.StageSelect);
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}
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public void PushConfirmQuit()
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{
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PushState(UIState.ConfirmQuit);
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}
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public void Resume()
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{
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TryTogglePause();
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}
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public void TryTogglePause()
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{
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switch (StateStack[0])
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{
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case UIState.Game:
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PushState(UIState.Pause);
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break;
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case UIState.Pause:
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PushState(UIState.Game);
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break;
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case UIState.MainMenu:
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PushState(UIState.ConfirmQuit);
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break;
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case UIState.ConfirmQuit:
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PushState(UIState.MainMenu);
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break;
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case UIState.StageSelect:
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PushState(UIState.MainMenu);
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break;
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case UIState.HowToPlay:
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TryBackFromHelp();
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break;
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}
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}
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private bool gameRunning;
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public void TryToggleHelp()
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{
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if (StateStack[0] == UIState.Game)
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{
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PushState(UIState.HowToPlay);
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}
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else if (StateStack[0] == UIState.HowToPlay)
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{
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if (!gameRunning)
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{
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return;
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}
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PushState(UIState.Game);
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}
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}
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public void TryBackFromHelp()
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{
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if (gameRunning)
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{
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PushState(UIState.Game);
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}
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else
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{
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PushState(UIState.MainMenu);
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}
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}
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public void PopState()
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{
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bool backToMain = false;
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if (StateStack.Count > 0)
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{
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OnExitState(StateStack[0]);
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StateStack.RemoveAt(0);
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}
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}
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private void OnEnterState(UIState state)
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{
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switch (state)
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{
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case UIState.MainMenu:
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MainMenu.SetActive(true);
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break;
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case UIState.Game:
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AudioListener.pause = false;
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#if UNITY_EDITOR
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Time.timeScale = 1f;
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#else
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Time.timeScale = 1f;
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#endif
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Cursor.lockState = CursorLockMode.Locked;
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Reticle.SetActive(true);
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break;
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case UIState.ConfirmQuit:
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ConfirmQuit.SetActive(true);
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break;
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case UIState.StageSelect:
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StageSelect.SetActive(true);
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break;
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case UIState.HowToPlay:
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Cursor.lockState = CursorLockMode.None;
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HowToPlay.SetActive(true);
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break;
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case UIState.Pause:
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Cursor.lockState = CursorLockMode.None;
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Pause.SetActive(true);
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break;
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case UIState.StageComplete:
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Cursor.lockState = CursorLockMode.None;
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StageComplete.SetActive(true);
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break;
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}
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}
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private void OnExitState(UIState state)
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{
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switch (state)
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{
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case UIState.MainMenu:
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MainMenu.SetActive(false);
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break;
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case UIState.Game:
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Reticle.SetActive(false);
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AudioListener.pause = true;
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Time.timeScale = 0f;
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break;
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case UIState.ConfirmQuit:
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ConfirmQuit.SetActive(false);
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break;
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case UIState.StageSelect:
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StageSelect.SetActive(false);
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break;
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case UIState.HowToPlay:
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HowToPlay.SetActive(false);
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break;
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case UIState.Pause:
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Pause.SetActive(false);
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break;
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case UIState.StageComplete:
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StageComplete.SetActive(false);
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break;
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}
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}
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public void StartStage(int stage)
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{
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gameRunning = true;
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Time.timeScale = 1f;
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Scoreboard.Instance.StartStage((StagingManager.StageEnum)stage);
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PushState(UIState.Game);
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}
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public void RestartStage()
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{
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Time.timeScale = 1f;
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Scoreboard.RestartCurrentStage();
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PushState(UIState.Game);
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}
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public void Quit()
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{
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Application.Quit();
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}
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.Escape))
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{
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TryTogglePause();
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return;
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}
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if (Input.GetKeyDown(KeyCode.F1))
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{
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TryToggleHelp();
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return;
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}
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}
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public void PushStageComplete(bool success, string message)
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{
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if (success && Scoreboard.Instance.CurrentStage == StagingManager.StageEnum.Level3)
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{
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NextStageButton.SetActive(false);
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RetryButton.SetActive(false);
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}
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else if (success)
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{
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NextStageButton.SetActive(true);
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RetryButton.SetActive(false);
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}
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else
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{
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NextStageButton.SetActive(false);
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RetryButton.SetActive(true);
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}
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StageCompleteText.text = message;
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PushState(UIState.StageComplete);
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}
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public void NextStage()
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{
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switch (Scoreboard.Instance.CurrentStage)
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{
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case StagingManager.StageEnum.Level1:
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StartStage(2);
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break;
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case StagingManager.StageEnum.Level2:
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StartStage(4);
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break;
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case StagingManager.StageEnum.Level3:
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break;
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}
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}
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} |