ProjectDDD/Assets/_DDD/_Scripts/GameFlow/GameFlowManager.cs

121 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
namespace DDD
{
public enum GameFlowState
{
None = 0,
ReadyForRestaurant = 1,
RunRestaurant = 2,
SettlementRestaurant = 3,
}
public class GameFlowManager : Singleton<GameFlowManager>, IManager
{
public GameFlowDataSo GameFlowDataSo;
public GameFlowAssetsSo GameFlowAssetsSo;
public GameFlowSceneMappingSo GameFlowSceneMappingSo;
public void Init()
{
}
public async void PostInit()
{
try
{
if (IsGameStarted() == false)
{
await Task.Delay(3000);
await ChangeFlow(GameFlowState.ReadyForRestaurant);
}
}
catch (Exception e)
{
Debug.LogWarning(e);
}
}
public bool IsGameStarted() => GameFlowDataSo.CurrentGameState != GameFlowState.None;
public async Task ChangeFlow(GameFlowState newFlowState)
{
if (!CanChangeFlow(newFlowState))
{
Debug.LogError("Can't change flow");
return;
}
EndCurrentFlow();
await ReadyNewFlow(newFlowState);
}
private bool CanChangeFlow(GameFlowState newFlowState)
{
return true;
}
public void EndCurrentFlow()
{
}
public async Task ReadyNewFlow(GameFlowState newFlowState)
{
if (GameFlowAssetsSo.FlowItems.TryGetValue(newFlowState, out var stringKeys))
{
List<Task<UnityEngine.Object>> loadTasks = new(stringKeys.Count);
foreach (var key in stringKeys)
{
loadTasks.Add(AssetManager.LoadAsset<UnityEngine.Object>(key));
}
await Task.WhenAll(loadTasks);
}
if (GameFlowAssetsSo.FlowAssets.TryGetValue(newFlowState, out var assetRefs))
{
List<Task<UnityEngine.Object>> loadTasks = new(assetRefs.Count);
foreach (var assetRef in assetRefs)
{
loadTasks.Add(AssetManager.LoadAsset<UnityEngine.Object>(assetRef));
}
await Task.WhenAll(loadTasks);
}
OpenFlowScene(newFlowState);
StartFlow();
}
public void OpenFlowScene(GameFlowState newFlowState)
{
if (GetFlowScene(newFlowState, out var sceneToLoad))
{
SceneManager.Instance.ActivateScene(sceneToLoad);
}
else
{
Debug.Assert(false, "Scene not found!");
}
}
public bool GetFlowScene(GameFlowState flowState, out SceneType sceneType)
{
return GameFlowSceneMappingSo.FlowToSceneMapping.TryGetValue(flowState, out sceneType);
}
public void StartFlow()
{
// Broadcast new flow started
}
}
}