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