Files
modular-vr/Assets/Engine/Runtime/UI/GameControl.cs
2022-12-14 17:42:28 +01:00

163 lines
4.7 KiB
C#

using System;
using EscapeRoomEngine.Engine.Runtime.Measurements;
using EscapeRoomEngine.Engine.Runtime.Utilities;
using NaughtyAttributes;
using UnityEngine;
using UnityEngine.UI;
namespace EscapeRoomEngine.Engine.Runtime.UI
{
public enum GameState
{
Stopped, Paused, Running
}
public class GameControl : MonoBehaviour
{
public static GameControl Instance
{
get
{
if (_foundGameControl == null)
{
_foundGameControl = FindObjectOfType<GameControl>();
}
return _foundGameControl;
}
}
private static GameControl _foundGameControl;
[BoxGroup("Internal")] [SerializeField]
private Button startButton, stopButton, pauseButton, addTimeButton, removeTimeButton;
[BoxGroup("Internal")] [SerializeField]
private Text timeText, targetTimeText, estimateTimeText;
[BoxGroup("Internal")] [SerializeField]
private float uiUpdateInterval = 1;
[HideInInspector] public GameState gameState = GameState.Stopped;
private float _timeElapsed, _targetTime;
private float _previousUIUpdate;
private void Awake()
{
_targetTime = Engine.DefaultEngine.initialTargetTime;
}
private void Start()
{
SetTimeText();
}
private void Update()
{
// update time
if (gameState == GameState.Running)
{
_timeElapsed += Time.deltaTime;
}
// update ui
if (Time.time > _previousUIUpdate + uiUpdateInterval)
{
_previousUIUpdate = Time.time;
SetTimeText();
}
// enable or disable buttons
startButton.interactable = gameState == GameState.Stopped;
stopButton.interactable = gameState != GameState.Stopped;
pauseButton.interactable = gameState is GameState.Running or GameState.Paused;
addTimeButton.interactable = gameState != GameState.Stopped;
removeTimeButton.interactable = gameState != GameState.Stopped && _targetTime >= _timeElapsed + 60;
}
#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()
{
// ReSharper disable once SwitchStatementMissingSomeEnumCasesNoDefault
switch (gameState)
{
case GameState.Running:
gameState = GameState.Paused;
pauseButton.GetComponent<PauseButton>().Paused = true;
break;
case GameState.Paused:
gameState = GameState.Running;
pauseButton.GetComponent<PauseButton>().Paused = false;
break;
}
}
/// <summary>
/// Change the allowed time by a specified amount of seconds.
/// </summary>
/// <param name="seconds">The amount of seconds that will be added to the time. Can be negative to remove time.</param>
public void ChangeTime(int seconds)
{
if (_targetTime + seconds >= _timeElapsed)
{
_targetTime += seconds;
}
}
private void SetTimeText()
{
timeText.text = TimeToText(_timeElapsed);
targetTimeText.text = TimeToText(_targetTime);
estimateTimeText.text = TimeToText(_timeElapsed);
}
private static string TimeToText(float time) => $"{time.ToTimeSpan():mm':'ss}";
#endregion
#region Measurements
public void StoreMeasurements(Toggle toggle)
{
Measure.Store = toggle.isOn;
}
#endregion
public void ExitGame()
{
StopGame();
#if UNITY_STANDALONE
Application.Quit();
#endif
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
}
}