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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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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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// 섬 안의 플레이어 모드 선택
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[field: Title("InIsland Data")]
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[field: SerializeField] public GlobalValue.InIslandPlayerMode IslandPlayerMode { get; private set; }
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[field: Required("Viking Prefab을 넣어주세요.")]
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[field: SerializeField] public GameObject InIslandPlayerPrefab { get; private set; }
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[field: SerializeField] public List<Crewmate> CrewmatePrefabList { get; private set; }
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[field: SerializeField] public List<Crewmate> CurrentCrewmateList { get; set; }
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public IInIslandPlayer CurrentInIslandPlayer { get; set; }
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// Player
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[field: Title("Player")]
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[field: SerializeField] public ShipPlayer ShipPlayer { get; private set; }
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[field: SerializeField] public InShipPlayer InShipPlayer { get; private set; }
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// Game Data
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[Title("Game Data")]
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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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// Game State
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[field: 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 IsShipDeckMode { get; set; }
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[field: SerializeField] public bool IsConversation { get; set; }
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[field: SerializeField] public bool IsInteraction { 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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ShipPlayer = FindAnyObjectByType<ShipPlayer>();
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InShipPlayer = FindAnyObjectByType<InShipPlayer>();
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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 IEnumerator ApplySlowMotion(float targetTimeScale, float duration)
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{
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var startScale = Time.timeScale;
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var time = 0f;
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while (time < duration)
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{
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Time.timeScale = Mathf.Lerp(startScale, targetTimeScale, time / duration);
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Time.fixedDeltaTime = 0.02f * Time.timeScale;
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time += Time.unscaledDeltaTime;
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yield return null;
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}
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Time.timeScale = targetTimeScale;
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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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public void SetCurrentInIslandPlayer(IInIslandPlayer inIslandPlayer)
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{
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PlayerInput currentPlayerInput;
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if (CurrentInIslandPlayer != null)
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{
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currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent<PlayerInput>();
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if (currentPlayerInput != null)
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{
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currentPlayerInput.enabled = false;
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}
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}
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CurrentInIslandPlayer = inIslandPlayer;
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InIslandCamera.Inst.SetTarget(inIslandPlayer.Transform);
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currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent<PlayerInput>();
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if (currentPlayerInput != null)
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{
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currentPlayerInput.enabled = true;
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}
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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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SwitchInShipMode(false);
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SwitchShipDeckMode(false);
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CameraManager.Inst.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 SwitchShipDeckMode(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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CameraManager.Inst.CamShipDeckMode();
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IsShipDeckMode = true;
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CurrentPlayerMode = GlobalValue.PlayerMode.IN_DECK;
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}
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else if (IsShipDeckMode)
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{
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CameraManager.Inst.CamDredgeMode();
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IsInShipMode = 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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SwitchInShipMode(false);
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SwitchShipDeckMode(false);
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SwitchDredgeMode(false);
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CameraManager.Inst.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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CameraManager.Inst.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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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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SwitchShipDeckMode(false);
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SwitchDredgeMode(false);
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CameraManager.Inst.CamInShipMode();
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IsInShipMode = true;
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CurrentPlayerMode = GlobalValue.PlayerMode.IN_SHIP;
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InShipPlayer.ProximitySelector.enabled = true;
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}
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else if (IsInShipMode)
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{
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CameraManager.Inst.CamDredgeMode();
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IsInShipMode = false;
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InShipPlayer.ProximitySelector.enabled = false;
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}
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}
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#endregion
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}
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}
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