adding in some needed packages
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1012 changed files with 494191 additions and 1 deletions
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390
Assets/Bremsengine/General Game Manager/GeneralManager.cs
Normal file
390
Assets/Bremsengine/General Game Manager/GeneralManager.cs
Normal file
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@ -0,0 +1,390 @@
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using Core.Extensions;
|
||||
using System.Collections;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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using TMPro;
|
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using UnityEngine.InputSystem;
|
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|
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namespace Bremsengine
|
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{
|
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#region Key Values
|
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public partial class GeneralManager
|
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{
|
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public struct Keys
|
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{
|
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public const string PlayerBombs = "Player Bombs";
|
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public const string PlayerLives = "Player Lives";
|
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}
|
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static Dictionary<string, dynamic> gameValues;
|
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
|
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private static void InitializeGameValues()
|
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{
|
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gameValues = new();
|
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}
|
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public static void StartReplay()
|
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{
|
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Application.OpenURL("https://obsproject.com/");
|
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}
|
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public static void StoreGameValue<T>(string key, T data)
|
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{
|
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gameValues[key] = data;
|
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}
|
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public static bool TryFetchGameValue<T>(string key, out T output)
|
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{
|
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object value;
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output = default(T);
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if (gameValues.TryGetValue(key, out value))
|
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{
|
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output = (T)value;
|
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}
|
||||
return output != null;
|
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}
|
||||
}
|
||||
#endregion
|
||||
#region Load Scene
|
||||
public partial class GeneralManager
|
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{
|
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
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private static void ReinitializeSceneLoader()
|
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{
|
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IsLoadingScene = false;
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
|
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private static void InitializeStageActions()
|
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{
|
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StageActions = new();
|
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}
|
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public static void SetStageLoadAction(string key, StageExitAction action)
|
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{
|
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StageActions[key] = action;
|
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}
|
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[SerializeField] GameObject loadingScreen;
|
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[SerializeField] TMP_Text loadingScreenText;
|
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public static bool IsLoadingScene;
|
||||
public static string CurrentSceneName => SceneManager.GetActiveScene().name;
|
||||
public delegate void StageExitAction();
|
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static Dictionary<string, StageExitAction> StageActions;
|
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public static void LoadSceneAfterDelay(string sceneName, float delay, System.Action callback = null)
|
||||
{
|
||||
IEnumerator CO_LoadScene(string sceneName, float delay)
|
||||
{
|
||||
void SetLoadingProgress(float progress)
|
||||
{
|
||||
if (Instance.loadingScreenText != null)
|
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{
|
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Instance.loadingScreenText.text = "Loading: " + (progress * 100f).Clamp(0f, 100f).ToString("F0") + "%";
|
||||
}
|
||||
}
|
||||
float storedTimescale = Time.timeScale;
|
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IsLoadingScene = true;
|
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yield return new WaitForSecondsRealtime(delay);
|
||||
Time.timeScale = 0f;
|
||||
StageExitAction toRun = null;
|
||||
foreach (var item in StageActions)
|
||||
{
|
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toRun += item.Value;
|
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}
|
||||
toRun?.Invoke();
|
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if (Instance != null && Instance.loadingScreen != null)
|
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{
|
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Instance.loadingScreenText.text = "Loading: 0%";
|
||||
Instance.loadingScreen.SetActive(true);
|
||||
yield return new WaitForSecondsRealtime(0.15f);
|
||||
AsyncOperation o = SceneManager.LoadSceneAsync(sceneName);
|
||||
float progress = 0f;
|
||||
while (o != null && !o.isDone)
|
||||
{
|
||||
progress = progress.Lerp(o.progress / 0.9f, Time.deltaTime * 3f).Clamp(0f, 1f);
|
||||
SetLoadingProgress(progress);
|
||||
yield return null;
|
||||
}
|
||||
SetLoadingProgress(1f);
|
||||
yield return new WaitForSecondsRealtime(0.45f);
|
||||
callback?.Invoke();
|
||||
Instance.loadingScreen.SetActive(false);
|
||||
Time.timeScale = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(delay);
|
||||
SceneManager.LoadScene(sceneName);
|
||||
}
|
||||
Time.timeScale = storedTimescale;
|
||||
IsLoadingScene = false;
|
||||
}
|
||||
if (!IsLoadingScene)
|
||||
{
|
||||
Instance.StartCoroutine(CO_LoadScene(sceneName, delay));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
#region Difficulty
|
||||
public partial class GeneralManager
|
||||
{
|
||||
#region Colors & Names
|
||||
public static string GetDifficultyName(Difficulty d)
|
||||
{
|
||||
string difficultyName = "";
|
||||
switch (d)
|
||||
{
|
||||
case Difficulty.Easy: difficultyName += "Easy"; break;
|
||||
case Difficulty.Normal: difficultyName += "Normal"; break;
|
||||
case Difficulty.Hard: difficultyName += "Hard"; break;
|
||||
case Difficulty.Lunatic: difficultyName += "Lunatic"; break;
|
||||
case Difficulty.Ultra: difficultyName += "Ultra"; break;
|
||||
case Difficulty.Extra: difficultyName += "Extra"; break;
|
||||
default: difficultyName = "Normal"; SetDifficulty(Difficulty.Normal); break;
|
||||
}
|
||||
return difficultyName;
|
||||
}
|
||||
public static Color32 GetDifficultyColor(Difficulty d)
|
||||
{
|
||||
switch (d)
|
||||
{
|
||||
case Difficulty.Easy: return ColorHelper.PastelGreen;
|
||||
case Difficulty.Normal: return ColorHelper.PastelBlue;
|
||||
case Difficulty.Hard: return ColorHelper.PastelYellow;
|
||||
case Difficulty.Lunatic: return ColorHelper.PastelPurple;
|
||||
case Difficulty.Ultra: return ColorHelper.PastelOrange;
|
||||
case Difficulty.Extra: return ColorHelper.PastelRed;
|
||||
default: return Color.blue;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
public static bool ChurroHardmode => CurrentDifficulty == Difficulty.Ultra;
|
||||
public static Difficulty CurrentDifficulty { get; private set; } = Difficulty.Ultra;
|
||||
public enum Difficulty
|
||||
{
|
||||
Easy = 1,
|
||||
Normal = 2,
|
||||
Hard = 3,
|
||||
Lunatic = 4,
|
||||
Ultra = 5,
|
||||
Extra = 6
|
||||
}
|
||||
public delegate void DifficultyChange(Difficulty d);
|
||||
public static event DifficultyChange OnDifficultyChanged;
|
||||
public static void SetDifficulty(Difficulty d)
|
||||
{
|
||||
CurrentDifficulty = d;
|
||||
OnDifficultyChanged?.Invoke(d);
|
||||
}
|
||||
public static bool IsDifficultyGreaterOrThanEqualTo(Difficulty d)
|
||||
{
|
||||
int selection = (int)d;
|
||||
return (int)CurrentDifficulty >= selection;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
#region Pause
|
||||
public partial class GeneralManager
|
||||
{
|
||||
public static bool IsPaused { get; private set; }
|
||||
private static float StoredPausedTimescale = 1f;
|
||||
public static void SetPause(bool state)
|
||||
{
|
||||
IsPaused = state;
|
||||
if (state)
|
||||
{
|
||||
//Pause
|
||||
StoredPausedTimescale = Time.timeScale;
|
||||
Time.timeScale = 0f;
|
||||
IsPaused = true;
|
||||
Debug.Log("Paused Game");
|
||||
//PlayerInputController.actions.Player.Disable(); GAME IS COMPLAINING SO I COMMENT THESE OUT - Sylvia
|
||||
//PlayerInputController.actions.Shmup.Disable();
|
||||
}
|
||||
else
|
||||
{
|
||||
//Unpause
|
||||
Time.timeScale = StoredPausedTimescale;
|
||||
IsPaused = false;
|
||||
Debug.Log("Un-paused Game");
|
||||
//PlayerInputController.actions.Player.Enable();
|
||||
//PlayerInputController.actions.Shmup.Enable();
|
||||
}
|
||||
}
|
||||
public static void PauseGame()
|
||||
{
|
||||
SetPause(true);
|
||||
}
|
||||
public static void UnPauseGame()
|
||||
{
|
||||
SetPause(false);
|
||||
}
|
||||
public static void TogglePause()
|
||||
{
|
||||
SetPause(!IsPaused);
|
||||
}
|
||||
public static void Command_SetTimescale(float timescale)
|
||||
{
|
||||
StoredPausedTimescale = timescale;
|
||||
UnPauseGame();
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
#region Score
|
||||
public partial class GeneralManager
|
||||
{
|
||||
private static float HiddenScoreValidationSum = 0;
|
||||
private static float ScoreValidationMultiplier;
|
||||
public static bool ShouldAddScoreKey => ScoreBreakdownAnalysis != null;
|
||||
public static void AddScoreAnalysisKey(string scoreKey, float score)
|
||||
{
|
||||
if (!ShouldAddScoreKey)
|
||||
return;
|
||||
if (!ScoreBreakdownAnalysis.ContainsKey(scoreKey))
|
||||
ScoreBreakdownAnalysis[scoreKey] = 0;
|
||||
ScoreBreakdownAnalysis[scoreKey] += score;
|
||||
}
|
||||
public static bool IsScoreLegit()
|
||||
{
|
||||
float scoreAccuracy = HiddenScoreValidationSum / ScoreValidationMultiplier;
|
||||
if (Mathf.Abs(scoreAccuracy - actualScore) < (actualScore * 0.05f))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
public static float SumUpScoreAnalysis()
|
||||
{
|
||||
float sum = 0f;
|
||||
foreach (var item in ScoreBreakdownAnalysis)
|
||||
{
|
||||
sum += item.Value;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
private static Dictionary<string, float> ScoreBreakdownAnalysis;
|
||||
[SerializeField] bool breakDownScore = false;
|
||||
public static float actualScore;
|
||||
public static float HighestScore { get; private set; }
|
||||
public static float VisibleScore;
|
||||
[SerializeField] float visibleScoreDivisor = 0.01f;
|
||||
[SerializeField] float visibleScoreMultiplier = 100f;
|
||||
static string HighScoreStringKey = "HiScore_Save";
|
||||
static bool IsHighscorePotentiallyOutOfSync = true;
|
||||
public delegate void ScoreAction(float score, float hiscore);
|
||||
public static ScoreAction OnScoreUpdate;
|
||||
public static float LoadHighScore()
|
||||
{
|
||||
ResyncHighscore();
|
||||
return HighestScore;
|
||||
}
|
||||
public static float ResetScore()
|
||||
{
|
||||
SetScoreValue(0f);
|
||||
ScoreBreakdownAnalysis.Clear();
|
||||
HiddenScoreValidationSum = 0;
|
||||
return VisibleScore;
|
||||
}
|
||||
private static void SendUpdateScoreEvent(float scoreValue, float highScoreValue)
|
||||
{
|
||||
OnScoreUpdate?.Invoke(scoreValue, highScoreValue);
|
||||
}
|
||||
public static float AddScore(float value)
|
||||
{
|
||||
SetScoreValue(actualScore + value);
|
||||
HiddenScoreValidationSum += value * ScoreValidationMultiplier;
|
||||
return value;
|
||||
}
|
||||
public static void ApplyHighscoreToSave(float value)
|
||||
{
|
||||
PlayerPrefs.SetFloat(HighScoreStringKey, value);
|
||||
}
|
||||
static void ResyncHighscore()
|
||||
{
|
||||
if (!IsHighscorePotentiallyOutOfSync)
|
||||
return;
|
||||
|
||||
IsHighscorePotentiallyOutOfSync = false;
|
||||
float loadedScore = PlayerPrefs.GetFloat(HighScoreStringKey);
|
||||
|
||||
if (HighestScore < loadedScore) HighestScore = loadedScore;
|
||||
}
|
||||
private static void SetScoreValue(float value)
|
||||
{
|
||||
ResyncHighscore();
|
||||
actualScore = value;
|
||||
VisibleScore = (value.Multiply(Instance.visibleScoreDivisor)).Floor().Multiply(Instance.visibleScoreMultiplier);
|
||||
|
||||
if (actualScore > HighestScore)
|
||||
{
|
||||
HighestScore = VisibleScore;
|
||||
}
|
||||
SendUpdateScoreEvent(VisibleScore, HighestScore);
|
||||
}
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
ApplyHighscoreToSave(LoadHighScore());
|
||||
if (ScoreBreakdownAnalysis != null)
|
||||
{
|
||||
foreach (var item in ScoreBreakdownAnalysis)
|
||||
{
|
||||
string scoreMessage = "Score Breakdown##".ReplaceLineBreaks("##");
|
||||
scoreMessage += $"Score Partition({item.Key}) : {item.Value.ToString("F0")}##".ReplaceLineBreaks("##");
|
||||
Debug.Log(scoreMessage);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
[DefaultExecutionOrder(-10)]
|
||||
public partial class GeneralManager : MonoBehaviour
|
||||
{
|
||||
public static GeneralManager Instance { get; private set; }
|
||||
private void Awake()
|
||||
{
|
||||
StartInstance();
|
||||
}
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (Instance == this)
|
||||
{
|
||||
CloseInstance();
|
||||
}
|
||||
}
|
||||
private void Start()
|
||||
{
|
||||
if (Instance == this)
|
||||
{
|
||||
IsHighscorePotentiallyOutOfSync = true;
|
||||
SetScoreValue(0f);
|
||||
ScoreValidationMultiplier = Random.Range(1f, 10f);
|
||||
InputSystem.settings.updateMode = InputSettings.UpdateMode.ProcessEventsInDynamicUpdate;
|
||||
}
|
||||
}
|
||||
private void StartInstance()
|
||||
{
|
||||
if (Instance != null)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
if (loadingScreen != null)
|
||||
{
|
||||
loadingScreen.SetActive(false);
|
||||
}
|
||||
if (breakDownScore)
|
||||
{
|
||||
ScoreBreakdownAnalysis = new();
|
||||
}
|
||||
}
|
||||
private void CloseInstance()
|
||||
{
|
||||
if (Instance != this)
|
||||
return;
|
||||
Instance = null;
|
||||
}
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||||
private static void ReInitialize()
|
||||
{
|
||||
Instance = null;
|
||||
ScoreBreakdownAnalysis = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6e4f9053e7492514b96e578010e50081
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace Bremsengine
|
||||
{
|
||||
public class GeneralManagerPauseAction : MonoBehaviour
|
||||
{
|
||||
public void SetPause(bool state)
|
||||
{
|
||||
GeneralManager.SetPause(state);
|
||||
}
|
||||
public void TogglePause()
|
||||
{
|
||||
SetPause(!GeneralManager.IsPaused);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,2 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bcd07fdd60be4b2499d920f5e5c2a0fb
|
||||
Loading…
Add table
Add a link
Reference in a new issue