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using ExitGames.Client.Photon;
using Photon.Pun;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour {
public static GameManager Instance {
get;
set;
}
[Header("Settings")]
public bool loadDefaultSettings;
public bool autoSaveSettings;
private Dictionary<string, string> resources;
[HideInInspector]
public Settings settings;
//Game values to be hold
[HideInInspector]
public List<CircuitAmount> circuitAmounts;
[HideInInspector]
public int restPoints;
void Awake() {
//Manage Singleton
if (Instance != null && Instance != this)
Destroy(gameObject);
else
Instance = this;
DontDestroyOnLoad(gameObject);
SceneManager.sceneLoaded += OnSceneFinishedLoading;
//Edit this
resources = new Dictionary<string, string> {
{"Settings", Application.persistentDataPath + "/settings.dat"}
};
Settings.fileName = "settings.dat";
if (loadDefaultSettings)
settings = Settings.CreateDefault();
else
settings = Settings.Load(resources["Settings"]);
}
private void OnSceneFinishedLoading(Scene scene, LoadSceneMode mode) {
Debug.Log("Scene loaded: " + scene.name);
if (scene.name == "Main") {
CameraController.Instance.gameObject.SetActive(true);
GUIController.Instance.state = MenuState.Lobby;
GUIController.Instance.OpenMenu();
}
PhotonNetwork.LocalPlayer.SetCustomProperties(new Hashtable() { ["CurrentScene"] = scene.buildIndex });
AudioManager.Instance.FadeMusicForScene(scene.buildIndex);
}
public void ApplySettings(Settings newSettings) {
settings = newSettings;
if (autoSaveSettings)
Settings.Save(settings, resources["Settings"]);
}
public Button settingsButton;
public GameObject settingsPanel;
private void Update() {
if (Input.GetKeyDown(KeyCode.Escape)) {
OpenSettingsMenu();
}
}
private void OpenSettingsMenu() {
if (SceneManager.GetActiveScene().name == "Main") {
settingsButton.onClick.Invoke();
} else {
settingsPanel.SetActive(true);
}
}
}