using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; using NaughtyAttributes; using Variables; public class LevelManager : MonoBehaviour { [SerializeField, Header("References")] Reference m_isPlayerDead; [SerializeField] Reference m_freezePlayer; [SerializeField] Reference m_isVictory; [SerializeField] Reference m_timer; [SerializeField] Reference m_light; [SerializeField] Reference m_manualDarkness; [SerializeField] private Image m_backGround; [SerializeField, BoxGroup("Level Settings")] public string levelName = "Level 1"; [SerializeField, BoxGroup("Level Settings")] private float m_timeInLevel = 10; [SerializeField, BoxGroup("Level Settings")] public string levelPrompt = "Get to the Chest"; [SerializeField,BoxGroup("Default Settings")] private float m_resetTime = 1; [SerializeField, BoxGroup("Default Settings")] private float m_nextSceneWaitTime = 3; [SerializeField, BoxGroup("Level Settings")] private string m_nextSceneToLoad = "Level 2"; private IResettable[] m_allResetable; private void Start() { m_allResetable = FindObjectsOfType().OfType().ToArray(); m_timer.Value = m_timeInLevel; m_isVictory.Value = false; foreach (IResettable resettable in m_allResetable) { resettable.OnLevelLoad(); } } private void Update() { if (!m_freezePlayer) m_timer.Value -= Time.deltaTime; if (m_timer <= 0 && !m_isPlayerDead) { m_isPlayerDead.Value = true; } } private void OnEnable() { m_isPlayerDead.OnValueChanged += OnPlayerDeadChange; m_isVictory.OnValueChanged += OnPlayerVictoryChange; } private void OnDisable() { m_isPlayerDead.OnValueChanged -= OnPlayerDeadChange; m_isVictory.OnValueChanged -= OnPlayerVictoryChange; } private IEnumerator DeathRoutine() { m_freezePlayer.Value = true; m_timer.Value = m_timeInLevel; foreach (IResettable resettable in m_allResetable) StartCoroutine(resettable.OnResetStart(m_resetTime)); yield return new WaitForSeconds(m_resetTime); foreach (IResettable resettable in m_allResetable) resettable.OnResetEnd(); m_freezePlayer.Value = false; } private IEnumerator VictoryRoutine() { yield return new WaitForSeconds(m_nextSceneWaitTime); m_manualDarkness.Value = true; float elapsedTime = 0; float fadeTime = 1; while (elapsedTime < fadeTime) { m_light.Value = 1 - elapsedTime / fadeTime; yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } m_light.Value = 0; yield return new WaitForSeconds(1); elapsedTime = 0; fadeTime = 2; Color color = m_backGround.color; m_backGround.gameObject.SetActive(true); while (elapsedTime < fadeTime) { color.a = elapsedTime / fadeTime; m_backGround.color = color; Debug.Log(color.a); yield return new WaitForEndOfFrame(); elapsedTime += Time.deltaTime; } yield return new WaitForSeconds(1); m_manualDarkness.Value = false; SceneManager.LoadScene(m_nextSceneToLoad); } private void OnPlayerDeadChange(bool value) { if (value) { StartCoroutine(DeathRoutine()); } } private void OnPlayerVictoryChange(bool value) { if (value) { StartCoroutine(VictoryRoutine()); } } }