Files
AppleHillsProduction/Assets/Scripts/Core/GameManager.cs
tschesky 5a85a602bd Revamp game pausing and input handling. Fix minigame tutorial and end sequence. (#39)
- Revamp pausing and centralize management in GameManager
- Switch Pause implementation to be counter-based to solve corner case of multiple pause requests
- Remove duplicated Pause logic from other components
- Add pausing when browsing the card album
- Fully deliver the exclusive UI implementation
- Spruce up the MiniGame tutorial with correct pausing, hiding other UI
- Correctly unpause after showing tutorial
- Fix minigame ending sequence. The cinematic correctly plays only once now
- Replaying the minigame works

Co-authored-by: Michal Adam Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #39
2025-10-24 11:09:32 +00:00

262 lines
9.7 KiB
C#

using System;
using System.Collections.Generic;
using AppleHills.Core.Interfaces;
using AppleHills.Core.Settings;
using Bootstrap;
using Input;
using UnityEngine;
namespace Core
{
/// <summary>
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
/// </summary>
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<IPausable> _pausableComponents = new List<IPausable>();
// 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 InitializePostBoot()
{
// For post-boot correct initialization order
}
/// <summary>
/// Register a component as pausable, so it receives pause/resume notifications
/// </summary>
/// <param name="component">The pausable component to register</param>
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();
}
Logging.Debug($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
}
}
/// <summary>
/// Unregister a pausable component
/// </summary>
/// <param name="component">The pausable component to unregister</param>
public void UnregisterPausableComponent(IPausable component)
{
if (component != null && _pausableComponents.Contains(component))
{
_pausableComponents.Remove(component);
Logging.Debug($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
}
}
/// <summary>
/// Request a pause. Multiple systems can request pause; the game only resumes when all requests are released.
/// </summary>
/// <param name="requester">Optional object requesting the pause (for logging)</param>
public void RequestPause(object requester = null)
{
_pauseCount++;
if (_pauseCount == 1)
{
ApplyPause(true);
}
Logging.Debug($"[GameManager] Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
}
/// <summary>
/// Release a previously requested pause. If this brings the pause count to zero the game resumes.
/// </summary>
/// <param name="requester">Optional object releasing the pause (for logging)</param>
public void ReleasePause(object requester = null)
{
_pauseCount = Mathf.Max(0, _pauseCount - 1);
if (_pauseCount == 0)
{
ApplyPause(false);
}
Logging.Debug($"[GameManager] Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
}
/// <summary>
/// Apply pause/resume state to registered components and global systems.
/// </summary>
/// <param name="shouldPause">True to pause; false to resume</param>
private void ApplyPause(bool shouldPause)
{
// TODO: Do we want to stop time?
// 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();
}
Logging.Debug($"[GameManager] Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
}
private void InitializeSettings()
{
Logging.Debug("Starting settings initialization...");
// Load settings synchronously
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
// Register settings with service locator
if (playerSettings != null)
{
ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
Logging.Debug("PlayerFollowerSettings registered successfully");
}
else
{
Debug.LogError("Failed to load PlayerFollowerSettings");
}
if (interactionSettings != null)
{
ServiceLocator.Register<IInteractionSettings>(interactionSettings);
Logging.Debug("InteractionSettings registered successfully");
}
else
{
Debug.LogError("Failed to load InteractionSettings");
}
if (minigameSettings != null)
{
ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
Logging.Debug("MinigameSettings registered successfully");
}
else
{
Debug.LogError("Failed to load MinigameSettings");
}
// Log success
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
if (_settingsLoaded)
{
Logging.Debug("All settings loaded and registered with ServiceLocator");
}
else
{
Logging.Warning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
}
}
/// <summary>
/// Check for and initialize developer settings.
/// </summary>
private void InitializeDeveloperSettings()
{
Logging.Debug("Starting developer settings initialization...");
// Load developer settings
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
_developerSettingsLoaded = divingDevSettings != null;
if (_developerSettingsLoaded)
{
Logging.Debug("All developer settings loaded successfully");
}
else
{
Logging.Warning("Some developer settings failed to load");
}
}
// Helper method to get settings
private T GetSettings<T>() where T : class
{
return ServiceLocator.Get<T>();
}
/// <summary>
/// Returns the entire settings object of specified type.
/// </summary>
/// <typeparam name="T">Type of settings to retrieve</typeparam>
/// <returns>The settings object or null if not found</returns>
public static T GetSettingsObject<T>() where T : class
{
return Instance?.GetSettings<T>();
}
/// <summary>
/// Returns the developer settings object of specified type.
/// </summary>
/// <typeparam name="T">Type of developer settings to retrieve</typeparam>
/// <returns>The developer settings object or null if not found</returns>
public static T GetDeveloperSettings<T>() where T : BaseDeveloperSettings
{
return DeveloperSettingsProvider.Instance?.GetSettings<T>();
}
// LEFTOVER LEGACY SETTINGS
public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
}
}