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using System.Collections.Generic;
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using BlueWaterProject;
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using Sirenix.OdinInspector;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.InputSystem;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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[DefaultExecutionOrder(-1)]
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public class GameManager : Singleton<GameManager>
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{
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[field: Title("Controller")]
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public CameraController CameraController { get; private set; }
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public ShipPlayer shipPlayer;
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public List<Boat> boats = new(10);
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[field: Required("BlueWater Player Input Action을 넣어주세요.")]
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[field: SerializeField] public InputActionAsset PlayerAction { get; private set; }
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public InIslandPlayer InIslandPlayer { get; set; }
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[field: Required("Viking Prefab을 넣어주세요.")]
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[field: SerializeField] public GameObject InIslandPlayerPrefab { get; set; }
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[field: SerializeField] public List<Crewmate> CrewmatePrefabList { get; set; }
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[Range(0f, 1f)]
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[SerializeField] private float slowSpeed = 0.1f;
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private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
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[Title("Game State")]
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[field: SerializeField] public bool IsInShipMode { get; set; }
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[field: SerializeField] public bool IsDredgeMode { get; set; }
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[field: SerializeField] public bool IsTakeAim { get; set; }
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[field: SerializeField] public bool IsAssaultMode { get; set; }
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[field: SerializeField] public bool IsShipDeckMode { get; set; }
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[field: SerializeField] public GlobalValue.PlayerMode CurrentPlayerMode { get; set; }
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private void Init()
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{
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CameraController = FindAnyObjectByType<CameraController>();
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shipPlayer = FindAnyObjectByType<ShipPlayer>();
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}
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protected override void OnAwake()
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{
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Init();
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}
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Confined;
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}
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public void SlowSpeedMode()
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{
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Time.timeScale = slowSpeed;
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Time.fixedDeltaTime = 0.02f * Time.timeScale;
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}
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public void DefaultSpeedMode()
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{
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Time.timeScale = 1f;
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Time.fixedDeltaTime = 0.02f;
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}
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#region Player Mode State switch
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public void SwitchDredgeMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchAssaultMode(false);
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SwitchInShipMode(false);
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CameraController.CamDredgeMode();
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IsDredgeMode = true;
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CurrentPlayerMode = GlobalValue.PlayerMode.DREDGE;
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}
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else if (IsDredgeMode)
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{
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IsDredgeMode = false;
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}
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}
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public void SwitchInShipMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchAssaultMode(false);
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SwitchDredgeMode(false);
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CameraController.CamShipDeckMode();
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IsInShipMode = true;
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CurrentPlayerMode = GlobalValue.PlayerMode.IN_SHIP;
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}
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else if (IsInShipMode)
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{
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CameraController.CamDredgeMode();
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IsInShipMode = false;
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}
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}
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public void SwitchAssaultMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchInShipMode(false);
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SwitchDredgeMode(false);
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CameraController.CamAssaultMode();
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UiManager.Inst.CardLayoutGroupAnimator.Play();
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IsAssaultMode = true;
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CurrentPlayerMode = GlobalValue.PlayerMode.ASSAULT;
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}
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else if (IsAssaultMode)
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{
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CameraController.CamDredgeMode();
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UiManager.Inst.CardLayoutGroupAnimator.Reverse();
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IsAssaultMode = false;
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}
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}
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public void SwitchTakeAim(bool isOn)
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{
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if (isOn)
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{
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SwitchAssaultMode(false);
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SwitchInShipMode(false);
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SwitchDredgeMode(false);
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CameraController.CamTakeAim(true);
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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IsTakeAim = true;
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CurrentPlayerMode = GlobalValue.PlayerMode.TAKE_AIM;
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}
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else if (IsTakeAim)
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{
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CameraController.CamTakeAim(false);
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.Confined;
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IsTakeAim = false;
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}
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UiManager.Inst.AimOnOff(isOn);
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}
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#endregion
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}
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}
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