Files
aibis-dream/Assets/Scripts/FixSystemNew/FixSystemCenter.cs
T

101 lines
3.3 KiB
C#

using System;
using System.Collections;
using AibisDream.Framework;
using AibisDream.Kit;
using AibisDream.SaveSystem;
using UnityEngine;
using UnityEngine.Serialization;
namespace AibisDream.FixSystem
{
public class FixSystemCenter : Singleton<FixSystemCenter>
{
public FixSceneMode CurrentMode => Director.CurrentMode;
public FixSceneMode defaultMode = FixSceneMode.Default;
private readonly FixSystemData _data = new();
public static IOCContainer SystemDic = new();
public static FixSceneContext Context;
public static FixSceneDirector Director;
public override void OnSingletonInit()
{
SystemDic ??= new IOCContainer();
Context = new FixSceneContext(SystemDic);
Director = new FixSceneDirector(_data);
StartCoroutine(Director.Init(defaultMode));
DeepRepairDataRegistry.RegisterData(_data);
}
public override void OnSingletonDestroy()
{
DeepRepairDataRegistry.UnregisterData<FixSystemData>();
CameraKit.Instance.RemoveAllCam();
BubbleSlotKit.Instance.RemoveAll();
GameManager.Instance.StartCoroutine(Director.QuitCurrentMode());
Context?.Clear();
}
public IEnumerator TransitionTo(FixSceneMode nextMode, string args = "")
{
yield return Director.TransitionTo(nextMode, args);
}
public IEnumerator TransitionToImmediate(FixSceneMode nextMode, string args = "")
{
yield return Director.TransitionToImmediate(nextMode, args);
}
/// <summary>Captures the macro Fix scene snapshot.</summary>
public FixSnapshotDto CaptureSnapshot()
{
var bodyModule = SystemDic.Get<BodyModuleSystem>();
var eyeSystem = SystemDic.Get<EyeSystem>();
var repairManager = RepairSystemManager.Instance;
return new FixSnapshotDto
{
state = Director.CurrentMode.ToString(),
args = _data.args,
moduleState = bodyModule?.GetCurrentModuleState().ToString(),
eyeColorState = eyeSystem?.GetCurrentColorState().ToString(),
isSystemOn = FixPanelSystem.Instance?.IsSystemOn ?? false,
currentRepairSystemType = repairManager?.GetCurrentSystemType()?.Name
};
}
/// <summary>Restores the macro Fix scene snapshot by jumping directly to the target cue endpoint.</summary>
public IEnumerator RestoreSnapshot(FixSnapshotDto dto)
{
if (dto == null || string.IsNullOrEmpty(dto.state))
{
yield break;
}
if (!Enum.TryParse<FixSceneMode>(dto.state, out var mode))
{
Debug.LogWarning($"[FixSystemCenter] Could not parse FixSceneMode: {dto.state}");
yield break;
}
yield return Director.TransitionToImmediate(mode, dto.args ?? "");
}
}
[Serializable]
[LoadIndex(2)]
public class FixSystemData : IData
{
[FormerlySerializedAs("curState")]
public FixSceneMode curMode;
public string args;
public IEnumerator Load()
{
yield return FixSystemCenter.Director.TransitionTo(curMode, args);
}
}
}