75 lines
2.9 KiB
C#
75 lines
2.9 KiB
C#
using System.Threading.Tasks;
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using UnityEngine;
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namespace DDD
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{
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public class RestaurantController : Singleton<RestaurantController>, IManager, IGameFlowHandler
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{
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public RestaurantEnvironmentStateSo RestaurantEnvironmentStateSo { get; private set; }
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private const string CreateRestaurantPlayerSo = "CreateRestaurantPlayerSo";
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private const string CreateEnvironmentSo = "CreateEnvironmentSo";
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public void PreInit()
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{
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LoadOrCreateRestaurantState();
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RegisterFlowHandler();
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}
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public Task Init()
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{
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return Task.CompletedTask;;
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}
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public void PostInit()
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{
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GenerateDummyEnvironmentProps();// XXX : DUMMY! REMOVE THIS
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}
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private void RegisterFlowHandler()
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{
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GameFlowManager.Instance.FlowHandlers.Add(this);
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}
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private void LoadOrCreateRestaurantState()
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{
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// TODO : Load states from saved files. if none, create them.
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RestaurantEnvironmentStateSo = ScriptableObject.CreateInstance<RestaurantEnvironmentStateSo>();
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}
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private void GenerateDummyEnvironmentProps()
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{
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// Make dummy placement data
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foreach (EnvironmentData prop in DataManager.Instance.EnvironmentDataSo.GetDataList())
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{
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for (int i = 0; i < 10; i++)
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{
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// Make random position
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Vector2 randomPos = new Vector2(
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Random.Range(-10f, 10f),
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Random.Range(10f, 20f)
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);
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var randomPropData = new RestaurantEnvironmentData(prop.Id, randomPos);
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RestaurantEnvironmentStateSo.RestaurantEnvironmentProps.Add(randomPropData);
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}
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}
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}
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public async Task OnReadyNewFlow(GameFlowState newFlowState)
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{
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if (newFlowState == GameFlowState.ReadyForRestaurant)
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{
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CreateRestaurantPlayerSo createRestaurantPlayerSoJob = await AssetManager.LoadAsset<CreateRestaurantPlayerSo>(CreateRestaurantPlayerSo);
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CreateEnvironmentSo createEnvironmentSoJob = await AssetManager.LoadAsset<CreateEnvironmentSo>(CreateEnvironmentSo);
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RestaurantManagementSo restaurantManagementSo = await AssetManager.LoadAsset<RestaurantManagementSo>(DataConstants.RestaurantManagementSo);
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var playerHandle = createRestaurantPlayerSoJob.OnReadyNewFlow(newFlowState);
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var propHandle = createEnvironmentSoJob.OnReadyNewFlow(newFlowState);
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var todayMenuHandle = restaurantManagementSo.OnReadyNewFlow(newFlowState);
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// Combine handles and return it
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InputManager.Instance.SwitchCurrentActionMap(InputActionMaps.Restaurant);
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await Task.WhenAll(playerHandle, propHandle, todayMenuHandle);
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}
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}
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}
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} |