using System; using System.Collections.Generic; using AppleHills.Core.Interfaces; using AppleHills.Core.Settings; using Bootstrap; using Core.Settings; using Input; using UnityEngine; namespace Core { /// /// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters. /// public class GameManager : MonoBehaviour { // Singleton implementation private static GameManager _instance; public static GameManager Instance => _instance; private bool _settingsLoaded; private bool _developerSettingsLoaded; // Pausable implementation (counter-based) private int _pauseCount; public bool IsPaused => _pauseCount > 0; // List of pausable components that have registered with the GameManager private List _pausableComponents = new List(); private LogVerbosity _settingsLogVerbosity = LogVerbosity.Warning; private LogVerbosity _managerLogVerbosity = LogVerbosity.Warning; // Events for pause state changes public event Action OnGamePaused; public event Action OnGameResumed; void Awake() { _instance = this; // Create settings providers if it doesn't exist SettingsProvider.Instance.gameObject.name = "Settings Provider"; DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider"; // Load all settings synchronously during Awake InitializeSettings(); InitializeDeveloperSettings(); // Register for post-boot initialization BootCompletionService.RegisterInitAction(InitializePostBoot); // DontDestroyOnLoad(gameObject); } private void Start() { _settingsLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings().settingsLogVerbosity; _managerLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings().gameManagerLogVerbosity; } private void InitializePostBoot() { // For post-boot correct initialization order } /// /// Register a component as pausable, so it receives pause/resume notifications /// /// The pausable component to register public void RegisterPausableComponent(IPausable component) { if (component != null && !_pausableComponents.Contains(component)) { _pausableComponents.Add(component); // If the game is already paused, pause the component immediately if (IsPaused) { component.Pause(); } LogDebugMessage($"Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}"); } } /// /// Unregister a pausable component /// /// The pausable component to unregister public void UnregisterPausableComponent(IPausable component) { if (component != null && _pausableComponents.Contains(component)) { _pausableComponents.Remove(component); LogDebugMessage($"Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}"); } } /// /// Request a pause. Multiple systems can request pause; the game only resumes when all requests are released. /// /// Optional object requesting the pause (for logging) public void RequestPause(object requester = null) { _pauseCount++; if (_pauseCount == 1) { ApplyPause(true); } LogDebugMessage($"Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}"); } /// /// Release a previously requested pause. If this brings the pause count to zero the game resumes. /// /// Optional object releasing the pause (for logging) public void ReleasePause(object requester = null) { _pauseCount = Mathf.Max(0, _pauseCount - 1); if (_pauseCount == 0) { ApplyPause(false); } LogDebugMessage($"Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}"); } /// /// Apply pause/resume state to registered components and global systems. /// /// True to pause; false to resume private void ApplyPause(bool shouldPause) { // Only affect timescale if debug setting allows it var debugSettings = GetDeveloperSettings(); if (debugSettings != null && debugSettings.PauseTimeOnPauseGame) { Time.timeScale = shouldPause ? 0f : 1f; } // Notify registered components foreach (var component in _pausableComponents) { if (shouldPause) component.Pause(); else component.DoResume(); } // Fire events if (shouldPause) { // TODO: Stop input here? InputManager.Instance.SetInputMode(InputMode.UI); OnGamePaused?.Invoke(); } else { // TODO: Release input here? InputManager.Instance.SetInputMode(InputMode.GameAndUI); OnGameResumed?.Invoke(); } LogDebugMessage($"Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components."); } private void InitializeSettings() { LogDebugMessage("Starting settings initialization...", "SettingsInitialization", _settingsLogVerbosity); // Load settings synchronously var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous(); var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous(); var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous(); // Register settings with service locator if (playerSettings != null) { ServiceLocator.Register(playerSettings); LogDebugMessage("PlayerFollowerSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity); } else { Debug.LogError("Failed to load PlayerFollowerSettings"); } if (interactionSettings != null) { ServiceLocator.Register(interactionSettings); LogDebugMessage("InteractionSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity); } else { Debug.LogError("Failed to load InteractionSettings"); } if (minigameSettings != null) { ServiceLocator.Register(minigameSettings); LogDebugMessage("MinigameSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity); } else { Debug.LogError("Failed to load MinigameSettings"); } // Log success _settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null; if (_settingsLoaded) { LogDebugMessage("All settings loaded and registered with ServiceLocator", "SettingsInitialization", _settingsLogVerbosity); } else { Logging.Warning("Some settings failed to load - check that all settings assets exist and are marked as Addressables"); } } /// /// Check for and initialize developer settings. /// private void InitializeDeveloperSettings() { LogDebugMessage("Starting developer settings initialization...", "SettingsInitialization", _settingsLogVerbosity); // Load developer settings var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings(); var debugSettings = DeveloperSettingsProvider.Instance.GetSettings(); _developerSettingsLoaded = divingDevSettings != null && debugSettings != null; if (_developerSettingsLoaded) { LogDebugMessage("All developer settings loaded successfully", "SettingsInitialization", _settingsLogVerbosity); } else { Logging.Warning("Some developer settings failed to load"); } } // Helper method to get settings private T GetSettings() where T : class { return ServiceLocator.Get(); } /// /// Returns the entire settings object of specified type. /// /// Type of settings to retrieve /// The settings object or null if not found public static T GetSettingsObject() where T : class { return Instance?.GetSettings(); } /// /// Returns the developer settings object of specified type. /// /// Type of developer settings to retrieve /// The developer settings object or null if not found public static T GetDeveloperSettings() where T : BaseDeveloperSettings { return DeveloperSettingsProvider.Instance?.GetSettings(); } private void LogDebugMessage(string message, string prefix = "GameManager", LogVerbosity verbosity = LogVerbosity.None) { if (verbosity == LogVerbosity.None) { verbosity = _managerLogVerbosity; } if ( verbosity <= LogVerbosity.Debug) { Logging.Debug($"[{prefix}] {message}"); } } // LEFTOVER LEGACY SETTINGS public float PlayerStopDistance => GetSettings()?.PlayerStopDistance ?? 6.0f; public float PlayerStopDistanceDirectInteraction => GetSettings()?.PlayerStopDistanceDirectInteraction ?? 2.0f; public float DefaultPuzzlePromptRange => GetSettings()?.DefaultPuzzlePromptRange ?? 3.0f; } }