Files
aibis-dream/Assets/Scripts/Game Loop/GameManager.cs
T
Yuntien 5f2d07d496 问题修复
1. 自动模式下无法手动点击跳过
2. 部分情况下鼠标指针错误
3. 版本号现在可在主界面显示
4. 增加展会版本计时器功能
5. Demo结束时打开结尾UI
2025-11-22 01:00:53 +08:00

365 lines
11 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using AibisDream.FixSystem;
using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.UI;
using AibisDream.Utility;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using Yarn.Unity;
namespace AibisDream
{
public class GameManager : Singleton<GameManager>, IGameManager
{
#region 运行模式相关
public GameLoopState state;
private TalkSceneSO[] _totalSceneSos;
public RunMode runMode;
[Header("生产环境数据(一般不动)")] public TalkSceneSO firstTalkSo;
[Header("单场景测试")] public TalkSceneSO testTalkSo;
[Header("存档测试")] public string saveFileName;
#endregion
private BindProperty<TalkSceneSO> _currentTalkSceneSo;
private readonly GameLoopData _data = new();
private void Start()
{
// 管理游戏开始时各部分的初始化
SettingLoader.Init();
// 数据类注册
StorageSystem.Instance.RegisterData(_data);
// 场景So事件注册
_currentTalkSceneSo = new BindProperty<TalkSceneSO>();
_currentTalkSceneSo.Register(item => _data.curSceneSoName = item.name);
// 事件广播
EnumEventSystem.Global.Send(GameLoopEnum.AppStart);
// 加载SO
Addressables.LoadAssetsAsync<TalkSceneSO>("SceneSO", null).Completed += LoadTalkSo;
#if UNITY_EDITOR
if (runMode == RunMode.SingleScene)
{
StartWithLevel(testTalkSo);
}
else if (runMode == RunMode.SaveFile)
{
StartWithSaveFile($"{ConstRef.TestSaveFilePath}/{saveFileName}");
}
else
{
ActionKit.Sequence()
.Callback(() => UIManager.Instance.GetPanel<PlayToolPanel>().FadeInSync(0))
.Coroutine(() => SceneLoader.Instance.LoadSceneAsync("ClinicOut"))
.Callback(() => UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutSync())
.Start(this);
}
#else
SceneLoader.Instance.LoadScene("ClinicOut");
runMode = RunMode.Product;
#endif
}
private void LoadTalkSo(AsyncOperationHandle<IList<TalkSceneSO>> handle)
{
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_totalSceneSos = handle.Result.ToArray();
}
else
{
Debug.LogError("Failed to load textures.");
}
}
#region 游戏循环
public void StartNewGame()
{
// 游戏开始
EnumEventSystem.Global.Send(GameLoopEnum.GameStart);
// 重置屏幕效果
ScreenEffectManager.Instance?.ResetSaturation();
// 序列
_currentTalkSceneSo.Value = firstTalkSo;
StartCoroutine(LoadFirstScene());
}
public void StartWithLevel(TalkSceneSO sceneSo)
{
// 游戏开始
EnumEventSystem.Global.Send(GameLoopEnum.GameStart);
// 重置屏幕效果
ScreenEffectManager.Instance?.ResetSaturation();
_currentTalkSceneSo.Value = sceneSo;
StartCoroutine(LoadFirstScene());
}
public void StartWithSaveFile(string fileName)
{
// 游戏开始
EnumEventSystem.Global.Send(GameLoopEnum.GameStart);
StorageSystem.Instance.Load(fileName);
}
private IEnumerator LoadFirstScene()
{
ChapterController.Instance.UnlockChapter(_currentTalkSceneSo.Value);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync(0.5f);
yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.Value.firstSceneName);
DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject);
}
public void PauseGame()
{
// 系统暂停
Time.timeScale = 0;
// 交互继续
EnumEventSystem.Global.Send(GameLoopEnum.PauseGame);
// 音频全部暂停
AudioManager.Instance.PauseAll();
// 关闭Dialog
DialogUIManager.Instance.CloseCanvas();
}
public void ContinueGame()
{
// 系统继续
Time.timeScale = 1;
// 交互继续
EnumEventSystem.Global.Send(GameLoopEnum.UnPauseGame);
// 音频继续
AudioManager.Instance.UnPauseAll();
// 打开Dialog
DialogUIManager.Instance.OpenCanvas();
}
public void QuitGame()
{
// 系统继续
Time.timeScale = 1;
// 重置屏幕效果
ScreenEffectManager.Instance?.ResetSaturation();
// 卸载当前场景
StartCoroutine(RestartCoroutine());
}
public void QuitApp()
{
Application.Quit();
}
private IEnumerator RestartCoroutine()
{
UIManager.Instance.GetPanel<PlayToolPanel>().FadeInSync(0.1f);
// 清理所有系统注册
if (FixSystemCenter.SystemDic != null)
{
FixSystemCenter.SystemDic.Clear();
}
// 执行场景切换等功能
CameraKit.Instance.ResetCamera();
yield return SceneLoader.Instance.LoadSceneAsync("ClinicOut");
DialogController.Instance.StopDialog();
EnumEventSystem.Global.Send(GameLoopEnum.GameQuit);
// 音频继续
AudioManager.Instance.UnPauseAll();
// 打开Dialog
DialogUIManager.Instance.OpenCanvas();
// 关闭结束面板
UIManager.Instance.HidePanel<EndPanel>();
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeOutAsync();
}
#endregion
#region 分辨率与屏幕模式
public void SetScreenMode(string windowMode)
{
switch (windowMode)
{
case "FullScreen":
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height,
FullScreenMode.FullScreenWindow);
break;
case "Windowed":
Screen.SetResolution(1920, 1080, FullScreenMode.Windowed);
break;
case "MaximizedWindow":
Screen.SetResolution(Screen.currentResolution.width, Screen.currentResolution.height,
FullScreenMode.MaximizedWindow);
break;
}
ActionKit.DelayFrame(1, () => CameraKit.Instance.UpdateCameraViewport(windowMode == "Windowed"))
.StartGlobal();
}
#endregion
public IEnumerator NextSceneSo()
{
if (_currentTalkSceneSo.Value && _currentTalkSceneSo.Value.nextScene)
{
_currentTalkSceneSo.Value = _currentTalkSceneSo.Value.nextScene;
ChapterController.Instance.UnlockChapter(_currentTalkSceneSo.Value);
yield return UIManager.Instance.GetPanel<PlayToolPanel>().FadeInAsync();
yield return SceneLoader.Instance.LoadSceneAsync(_currentTalkSceneSo.Value.firstSceneName);
DialogController.Instance.StartDialog(_currentTalkSceneSo.Value.yarnProject);
}
else
{
yield return null;
Debug.Log("没有下个场景了");
}
}
public void SetSceneSoByName(string soName)
{
_currentTalkSceneSo.Value = Array.Find(_totalSceneSos, so => so.name == soName);
}
public void StartDialog()
{
DialogController.Instance.LoadDialog(_currentTalkSceneSo.Value.yarnProject);
}
public string GetSceneSoName()
{
return _currentTalkSceneSo.Value.name;
}
#region 事件处理
private IUnRegister[] _unRegisters;
private void OnEnable()
{
RegisterEvents();
}
private void OnDisable()
{
UnRegisterEvents();
}
private void RegisterEvents()
{
_unRegisters = new IUnRegister[6];
_unRegisters[0] = EnumEventSystem.Global.Register(GameLoopEnum.GameStart, () => state.OnGame(true));
_unRegisters[1] = EnumEventSystem.Global.Register(GameLoopEnum.PauseGame, () => state.OnPause(true));
_unRegisters[2] = EnumEventSystem.Global.Register(GameLoopEnum.GameQuit, () => state.OnGame(false));
_unRegisters[3] = EnumEventSystem.Global.Register(GameLoopEnum.UnPauseGame, () => state.OnPause(false));
_unRegisters[4] = EnumEventSystem.Global.Register(InteractionEventEnum.DialogStart, () => state.OnDialog(true));
_unRegisters[5] = EnumEventSystem.Global.Register(InteractionEventEnum.DialogEnd, () => state.OnDialog(false));
}
private void UnRegisterEvents()
{
foreach (var unRegister in _unRegisters)
{
unRegister.UnRegister();
}
}
#endregion
}
/// <summary>
/// GameManager应该包含什么功能?
/// 1. 游戏状态管理。开始/暂停/结束
/// 2. 全局设置 即SettingLoader
/// 3. 场景管理 有SceneLoader类,暂无必要
/// 4. 资源管理 似无必要
/// 5. 时间管理 主要供暂停使用
/// 6. 日志和调试 日志已有
/// </summary>
public interface IGameManager
{
#region 游戏循环相关
public void StartNewGame();
public void PauseGame();
public void ContinueGame();
public void QuitGame();
public void QuitApp();
#endregion
}
[Serializable]
[LoadIndex(10)]
public class GameLoopData : IData
{
public string curSceneSoName;
public IEnumerator Load()
{
GameManager.Instance.SetSceneSoByName(curSceneSoName);
GameManager.Instance.StartDialog();
yield break;
}
}
public static class GameLoopYarnCommand
{
[YarnCommand("auto_save")]
public static void AutoSave()
{
StorageSystem.Instance.Save();
}
}
public struct GameLoopState
{
public bool isInGame;
public bool isInDialog;
public bool isInPause;
public void OnGame(bool isInGame)
{
this.isInGame = isInGame;
}
public void OnPause(bool isInPause)
{
this.isInPause = isInPause;
}
public void OnDialog(bool isInDialog)
{
this.isInDialog = isInDialog;
}
public bool IsInputAvailable()
{
return isInGame && isInDialog && !isInPause;
}
}
public enum RunMode
{
Product,
SingleScene,
SaveFile
}
}