using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.SceneManagement; //Could be a singleton public class GameFlowManager : MonoBehaviour { /// /// True if time is frozen (Start, Pause Menu, Dead) /// /// Could be renamed appropriately [field: SerializeField] public bool Paused { get; private set; } = true; public BaseState CurrentState { get; private set; } = null!; bool lastStartButton; bool lastAcceptButton; #region Unity Messages void Awake() => CurrentState = new StartFlowState(this); void Start() => CurrentState.EnterState(); #endregion void SetPause(bool value) { Debug.Log($"Setting pause to {value}"); Paused = value; Time.timeScale = value ? 0f : 1f; } public void GameOver() => SwitchState(new DeadFlowState(this)); #region Inputs public void OnStart(InputAction.CallbackContext ctx) { if (!ctx.WasPressedThisFrame(ref lastStartButton)) return; if (CurrentState is StartFlowState) SwitchState(new GameplayFlowState(this)); } public void OnAccept(InputAction.CallbackContext ctx) { if (!ctx.WasPressedThisFrame(ref lastAcceptButton)) return; if (CurrentState is DeadFlowState deadState) deadState.ReloadGame(); } #endregion #region States void SwitchState(BaseState newState) { CurrentState.LeaveState(); CurrentState = newState; newState.EnterState(); } abstract class GameFlowState : BaseState { readonly protected GameFlowManager gameFlowManager; protected GameFlowState(GameFlowManager gameFlowManager) { this.gameFlowManager = gameFlowManager; } } class StartFlowState : GameFlowState { public StartFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {} public override void EnterState() { base.EnterState(); Debug.Log("Press Start to start...!"); gameFlowManager.SetPause(true); } public override void LeaveState() { Debug.Log("Let the games begin!!"); } } class GameplayFlowState : GameFlowState { public GameplayFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {} public override void EnterState() { base.EnterState(); gameFlowManager.SetPause(false); } } class PauseMenuFlowState : GameFlowState { public PauseMenuFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {} public override void EnterState() { base.EnterState(); gameFlowManager.SetPause(true); } } class DeadFlowState : GameFlowState { public DeadFlowState(GameFlowManager gameFlowManager) : base(gameFlowManager) {} public override void EnterState() { base.EnterState(); Debug.Log("You died!\nPress Accept to restart!"); gameFlowManager.SetPause(true); } public void ReloadGame() { Debug.Log("Reloading scene..."); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } } #endregion }