2023-10-24 07:27:11 +00:00
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using System;
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2023-11-13 07:07:59 +00:00
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using System.Collections;
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2023-08-11 16:21:26 +00:00
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using Sirenix.OdinInspector;
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2023-08-08 07:08:41 +00:00
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using UnityEngine;
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2023-08-31 06:46:13 +00:00
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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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public ShipPlayer ShipPlayer { get; private set; }
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2024-05-12 08:41:13 +00:00
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// Combat
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[Title("Combat")]
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[SerializeField] private GameObject combatPlayerPrefab;
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public CombatPlayer CurrentCombatPlayer { get; set; }
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public event Action<Transform> OnInstantiateCombatPlayer;
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// Tycoon
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[Title("Tycoon")]
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public TycoonPlayer TycoonPlayer { get; private set; }
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public bool IsBuildMode { get; set; }
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[field: SerializeField] public bool IsOnFollowCamera { get; 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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private void Init()
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{
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TycoonPlayer = FindAnyObjectByType<TycoonPlayer>();
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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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2023-11-13 07:07:59 +00:00
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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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//
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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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//
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// CurrentInIslandPlayer = inIslandPlayer;
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// InIslandCamera.Inst.SetTarget(inIslandPlayer.Transform);
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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 = true;
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// }
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2023-10-23 06:11:28 +00:00
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}
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2024-05-12 08:41:13 +00:00
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public void InstantiateCombatPlayer(Vector3 position, Quaternion rotation = default)
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{
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var instantiatePlayer = Instantiate(combatPlayerPrefab, position, rotation);
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OnInstantiateCombatPlayer?.Invoke(instantiatePlayer.transform);
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}
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2023-08-15 20:36:04 +00:00
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}
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2023-08-08 07:08:41 +00:00
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}
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