using System;
using EscapeRoomEngine.Engine.Runtime.Measurements;
using UnityEngine;
using UnityEngine.UI;
namespace EscapeRoomEngine.Engine.Runtime
{
public enum GameState
{
Stopped, Paused, Running
}
public class GameControl : MonoBehaviour
{
[SerializeField] private Button startButton, stopButton, pauseButton, resumeButton, addMinuteButton, removeMinuteButton;
[SerializeField] private Text timeText;
[HideInInspector] public GameState gameState = GameState.Stopped;
private float _timeElapsed;
private void Start()
{
SetGamemasterTimeText(_timeElapsed);
}
private void Update()
{
// Update time
if (gameState == GameState.Running)
{
_timeElapsed += Time.deltaTime;
SetGamemasterTimeText(_timeElapsed);
}
// Enable or disable buttons
startButton.interactable = gameState == GameState.Stopped;
stopButton.interactable = gameState != GameState.Stopped;
pauseButton.interactable = gameState == GameState.Running;
resumeButton.interactable = gameState == GameState.Paused;
addMinuteButton.interactable = gameState != GameState.Stopped;
removeMinuteButton.interactable = gameState != GameState.Stopped && _timeElapsed >= 10;
}
#region Time Controls
public void StartGame()
{
gameState = GameState.Running;
_timeElapsed = 0;
// generate the first room if it hasn't been generated yet
Engine.DefaultEngine.CurrentRoom.Match(none: () => Engine.DefaultEngine.GenerateRoom());
// start a new session
Measure.StartSession();
}
public void StopGame()
{
if (gameState != GameState.Stopped)
{
// was running
Measure.EndSession(_timeElapsed);
}
gameState = GameState.Stopped;
}
public void PauseGame()
{
gameState = GameState.Paused;
}
public void ResumeGame()
{
gameState = GameState.Running;
}
///
/// Change the allowed time by a specified amount of seconds.
///
/// The amount of seconds that will be added to the time. Can be negative to remove time.
public void ChangeTime(int seconds)
{
if (_timeElapsed + seconds >= 0)
{
_timeElapsed += seconds;
}
}
private void SetGamemasterTimeText(float time)
{
if (timeText != null)
{
timeText.text = TimeToText(time);
}
}
private static string TimeToText(float time)
{
var minutes = (int) (time / 60);
var seconds = (int) Math.Ceiling(time - minutes * 60);
if (seconds == 60)
{
minutes += 1;
seconds = 0;
}
return $"{minutes:D2}:{seconds:D2}";
}
#endregion
public void ExitGame()
{
StopGame();
#if UNITY_STANDALONE
Application.Quit();
#endif
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
}
}