Migrate settings to a more manageable structure and implement Service Locator pattern for runtime Addressables retrieval
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@@ -1,4 +1,6 @@
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using UnityEngine;
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using AppleHills.Core.Settings;
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using System.Collections;
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/// <summary>
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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@@ -29,53 +31,115 @@ public class GameManager : MonoBehaviour
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}
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}
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[Header("Game Settings")]
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public GameSettings gameSettings;
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[Header("Legacy Game Settings (Deprecated)")]
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[Tooltip("This is only used for migration to the new settings system")]
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public GameSettings legacyGameSettings;
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[Header("Settings Status")]
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[SerializeField] private bool _settingsLoaded = false;
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void Awake()
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{
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_instance = this;
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if (gameSettings == null)
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{
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gameSettings = Resources.Load<GameSettings>("DefaultSettings");
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if (gameSettings == null)
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{
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Debug.LogError("GameSettings asset not found in Resources!");
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}
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}
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// Create settings provider if it doesn't exist
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
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// Load all settings
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StartCoroutine(InitializeSettings());
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// DontDestroyOnLoad(gameObject);
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}
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private IEnumerator InitializeSettings()
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{
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// Initialize the settings provider
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var initComplete = false;
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SettingsProvider.Instance.PreloadAllSettings(() => initComplete = true);
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// Wait for settings to be loaded
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while (!initComplete)
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{
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yield return null;
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}
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// Register settings with service locator
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ServiceLocator.Register<IPlayerFollowerSettings>(
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SettingsProvider.Instance.GetSettings<PlayerFollowerSettings>());
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ServiceLocator.Register<IInteractionSettings>(
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SettingsProvider.Instance.GetSettings<InteractionSettings>());
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ServiceLocator.Register<IMinigameSettings>(
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SettingsProvider.Instance.GetSettings<MinigameSettings>());
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// Log success
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Debug.Log("All settings loaded and registered with ServiceLocator");
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_settingsLoaded = true;
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// Migrate settings if needed
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if (legacyGameSettings != null)
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{
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MigrateFromLegacySettings();
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}
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}
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private void MigrateFromLegacySettings()
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{
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// This method can be used to copy settings from the old GameSettings to the new system
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// Implement if needed for your production environment
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Debug.Log("Legacy settings migration available but not implemented.");
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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ServiceLocator.Clear();
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}
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// Accessors for game settings
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public float PlayerStopDistance => gameSettings != null ? gameSettings.playerStopDistance : 1.0f;
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public float FollowerPickupDelay => gameSettings != null ? gameSettings.followerPickupDelay : 0.2f;
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public float FollowDistance => gameSettings != null ? gameSettings.followDistance : 1.5f;
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public float ManualMoveSmooth => gameSettings != null ? gameSettings.manualMoveSmooth : 8f;
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public float ThresholdFar => gameSettings != null ? gameSettings.thresholdFar : 2.5f;
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public float ThresholdNear => gameSettings != null ? gameSettings.thresholdNear : 0.5f;
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public float StopThreshold => gameSettings != null ? gameSettings.stopThreshold : 0.5f;
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public float MoveSpeed => gameSettings != null ? gameSettings.moveSpeed : 5f;
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public float StopDistance => gameSettings != null ? gameSettings.stopDistance : 0.1f;
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public bool UseRigidbody => gameSettings != null ? gameSettings.useRigidbody : true;
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public float FollowUpdateInterval => gameSettings != null ? gameSettings.followUpdateInterval : 0.1f;
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public float FollowerSpeedMultiplier => gameSettings != null ? gameSettings.followerSpeedMultiplier : 1.2f;
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public float HeldIconDisplayHeight => gameSettings != null ? gameSettings.heldIconDisplayHeight : 2.0f;
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public GameObject BasePickupPrefab => gameSettings != null ? gameSettings.basePickupPrefab : null;
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public LayerMask InteractableLayerMask => gameSettings != null ? gameSettings.interactableLayerMask : -1;
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public float PlayerStopDistanceDirectInteraction => gameSettings != null ? gameSettings.playerStopDistanceDirectInteraction : 2.0f;
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// Helper method to get settings
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private T GetSettings<T>() where T : class
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{
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return ServiceLocator.Get<T>();
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}
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// PLAYER & FOLLOWER SETTINGS
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// Player settings
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public float MoveSpeed => GetSettings<IPlayerFollowerSettings>()?.MoveSpeed ?? 5f;
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public float StopDistance => GetSettings<IPlayerFollowerSettings>()?.StopDistance ?? 0.1f;
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public bool UseRigidbody => GetSettings<IPlayerFollowerSettings>()?.UseRigidbody ?? true;
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public GameSettings.HoldMovementMode DefaultHoldMovementMode =>
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GetSettings<IPlayerFollowerSettings>()?.DefaultHoldMovementMode ?? GameSettings.HoldMovementMode.Pathfinding;
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// Follower settings
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public float FollowDistance => GetSettings<IPlayerFollowerSettings>()?.FollowDistance ?? 1.5f;
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public float ManualMoveSmooth => GetSettings<IPlayerFollowerSettings>()?.ManualMoveSmooth ?? 8f;
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public float ThresholdFar => GetSettings<IPlayerFollowerSettings>()?.ThresholdFar ?? 2.5f;
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public float ThresholdNear => GetSettings<IPlayerFollowerSettings>()?.ThresholdNear ?? 0.5f;
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public float StopThreshold => GetSettings<IPlayerFollowerSettings>()?.StopThreshold ?? 0.1f;
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public float FollowUpdateInterval => GetSettings<IPlayerFollowerSettings>()?.FollowUpdateInterval ?? 0.1f;
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public float FollowerSpeedMultiplier => GetSettings<IPlayerFollowerSettings>()?.FollowerSpeedMultiplier ?? 1.2f;
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public float HeldIconDisplayHeight => GetSettings<IPlayerFollowerSettings>()?.HeldIconDisplayHeight ?? 2.0f;
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// INTERACTION SETTINGS
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public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
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public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
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public float FollowerPickupDelay => GetSettings<IInteractionSettings>()?.FollowerPickupDelay ?? 0.2f;
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public LayerMask InteractableLayerMask => GetSettings<IInteractionSettings>()?.InteractableLayerMask ?? -1;
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public GameObject BasePickupPrefab => GetSettings<IInteractionSettings>()?.BasePickupPrefab;
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public GameObject LevelSwitchMenuPrefab => GetSettings<IInteractionSettings>()?.LevelSwitchMenuPrefab;
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/// <summary>
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/// Returns the combination rule for two items, if any.
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/// </summary>
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public GameSettings.CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2)
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{
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if (gameSettings == null || gameSettings.combinationRules == null) return null;
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foreach (var rule in gameSettings.combinationRules)
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var settings = GetSettings<IInteractionSettings>();
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if (settings == null || settings.CombinationRules == null) return null;
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foreach (var rule in settings.CombinationRules)
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{
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if ((PickupItemData.AreEquivalent(rule.itemA, item1) && PickupItemData.AreEquivalent(rule.itemB, item2)) ||
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(PickupItemData.AreEquivalent(rule.itemA, item2) && PickupItemData.AreEquivalent(rule.itemB, item1)))
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@@ -91,20 +155,23 @@ public class GameManager : MonoBehaviour
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/// </summary>
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public GameSettings.SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
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{
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if (gameSettings == null || gameSettings.slotItemConfigs == null || slotItem == null) return null;
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foreach (var config in gameSettings.slotItemConfigs)
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var settings = GetSettings<IInteractionSettings>();
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if (settings == null || settings.SlotItemConfigs == null || slotItem == null) return null;
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foreach (var config in settings.SlotItemConfigs)
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{
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if (PickupItemData.AreEquivalent(slotItem, config.slotItem))
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return config;
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}
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return null;
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}
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// Add more accessors as needed
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public float EndlessDescenderLerpSpeed => gameSettings != null ? gameSettings.endlessDescenderLerpSpeed : 12f;
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public float EndlessDescenderMaxOffset => gameSettings != null ? gameSettings.endlessDescenderMaxOffset : 3f;
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public float EndlessDescenderClampXMin => gameSettings != null ? gameSettings.endlessDescenderClampXMin : -5f;
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public float EndlessDescenderClampXMax => gameSettings != null ? gameSettings.endlessDescenderClampXMax : 5f;
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public float EndlessDescenderSpeedExponent => gameSettings != null ? gameSettings.endlessDescenderSpeedExponent : 2.5f;
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public GameSettings.HoldMovementMode DefaultHoldMovementMode => gameSettings != null ? gameSettings.defaultHoldMovementMode : GameSettings.HoldMovementMode.Pathfinding;
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public GameObject LevelSwitchMenuPrefab => gameSettings != null ? gameSettings.levelSwitchMenuPrefab : null;
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// MINIGAME SETTINGS
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// Endless Descender settings
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public float EndlessDescenderLerpSpeed => GetSettings<IMinigameSettings>()?.EndlessDescenderLerpSpeed ?? 12f;
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public float EndlessDescenderMaxOffset => GetSettings<IMinigameSettings>()?.EndlessDescenderMaxOffset ?? 3f;
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public float EndlessDescenderClampXMin => GetSettings<IMinigameSettings>()?.EndlessDescenderClampXMin ?? -3.5f;
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public float EndlessDescenderClampXMax => GetSettings<IMinigameSettings>()?.EndlessDescenderClampXMax ?? 3.5f;
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public float EndlessDescenderSpeedExponent => GetSettings<IMinigameSettings>()?.EndlessDescenderSpeedExponent ?? 2.5f;
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}
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