Files
AppleHillsProduction/Assets/Scripts/Core/GameManager.cs
2025-09-23 15:30:21 +02:00

207 lines
8.3 KiB
C#

using UnityEngine;
using AppleHills.Core.Settings;
using System;
/// <summary>
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
/// </summary>
public class GameManager : MonoBehaviour
{
private static GameManager _instance;
private static bool _isQuitting = false;
/// <summary>
/// Singleton instance of the GameManager.
/// </summary>
public static GameManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<GameManager>();
if (_instance == null)
{
var go = new GameObject("GameManager");
_instance = go.AddComponent<GameManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
[Header("Legacy Game Settings (Deprecated)")]
[Tooltip("This is only used for migration to the new settings system")]
public GameSettings legacyGameSettings;
[Header("Settings Status")]
[SerializeField] private bool _settingsLoaded = false;
public bool SettingsLoaded => _settingsLoaded;
// Use this for fallback values when settings aren't loaded yet
[Header("Fallback Settings")]
[SerializeField] private GameSettings fallbackSettings;
void Awake()
{
_instance = this;
// If no fallback settings assigned, try to load them
if (fallbackSettings == null)
{
fallbackSettings = Resources.Load<GameSettings>("DefaultSettings");
}
// Create settings provider if it doesn't exist
SettingsProvider.Instance.gameObject.name = "Settings Provider";
// Load all settings synchronously during Awake
InitializeSettings();
// DontDestroyOnLoad(gameObject);
}
private void InitializeSettings()
{
Debug.Log("Starting settings initialization...");
// Load settings synchronously
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<MinigameSettings>();
// Register settings with service locator
if (playerSettings != null)
{
ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
Debug.Log("PlayerFollowerSettings registered successfully");
}
else
{
Debug.LogError("Failed to load PlayerFollowerSettings");
}
if (interactionSettings != null)
{
ServiceLocator.Register<IInteractionSettings>(interactionSettings);
Debug.Log("InteractionSettings registered successfully");
}
else
{
Debug.LogError("Failed to load InteractionSettings");
}
if (minigameSettings != null)
{
ServiceLocator.Register<IMinigameSettings>(minigameSettings);
Debug.Log("MinigameSettings registered successfully");
}
else
{
Debug.LogError("Failed to load MinigameSettings");
}
// Log success
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
if (_settingsLoaded)
{
Debug.Log("All settings loaded and registered with ServiceLocator");
}
else
{
Debug.LogWarning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
}
// Migrate settings if needed
if (legacyGameSettings != null && !playerSettings && !interactionSettings && !minigameSettings)
{
Debug.LogWarning("Legacy settings detected but failed to load new settings. Consider running the migration tool.");
}
}
void OnApplicationQuit()
{
_isQuitting = true;
ServiceLocator.Clear();
}
// Helper method to get settings
private T GetSettings<T>() where T : class
{
return ServiceLocator.Get<T>();
}
// PLAYER & FOLLOWER SETTINGS
// Player settings
public float MoveSpeed => GetSettings<IPlayerFollowerSettings>()?.MoveSpeed ?? 5f;
public float StopDistance => GetSettings<IPlayerFollowerSettings>()?.StopDistance ?? 0.1f;
public bool UseRigidbody => GetSettings<IPlayerFollowerSettings>()?.UseRigidbody ?? true;
public GameSettings.HoldMovementMode DefaultHoldMovementMode =>
GetSettings<IPlayerFollowerSettings>()?.DefaultHoldMovementMode ?? GameSettings.HoldMovementMode.Pathfinding;
// Follower settings
public float FollowDistance => GetSettings<IPlayerFollowerSettings>()?.FollowDistance ?? 1.5f;
public float ManualMoveSmooth => GetSettings<IPlayerFollowerSettings>()?.ManualMoveSmooth ?? 8f;
public float ThresholdFar => GetSettings<IPlayerFollowerSettings>()?.ThresholdFar ?? 2.5f;
public float ThresholdNear => GetSettings<IPlayerFollowerSettings>()?.ThresholdNear ?? 0.5f;
public float StopThreshold => GetSettings<IPlayerFollowerSettings>()?.StopThreshold ?? 0.1f;
public float FollowUpdateInterval => GetSettings<IPlayerFollowerSettings>()?.FollowUpdateInterval ?? 0.1f;
public float FollowerSpeedMultiplier => GetSettings<IPlayerFollowerSettings>()?.FollowerSpeedMultiplier ?? 1.2f;
public float HeldIconDisplayHeight => GetSettings<IPlayerFollowerSettings>()?.HeldIconDisplayHeight ?? 2.0f;
// INTERACTION SETTINGS
public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
public float FollowerPickupDelay => GetSettings<IInteractionSettings>()?.FollowerPickupDelay ?? 0.2f;
public LayerMask InteractableLayerMask => GetSettings<IInteractionSettings>()?.InteractableLayerMask ?? -1;
public GameObject BasePickupPrefab => GetSettings<IInteractionSettings>()?.BasePickupPrefab;
public GameObject LevelSwitchMenuPrefab => GetSettings<IInteractionSettings>()?.LevelSwitchMenuPrefab;
/// <summary>
/// Returns the combination rule for two items, if any.
/// </summary>
public GameSettings.CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2)
{
var settings = GetSettings<IInteractionSettings>();
if (settings == null || settings.CombinationRules == null) return null;
foreach (var rule in settings.CombinationRules)
{
if ((PickupItemData.AreEquivalent(rule.itemA, item1) && PickupItemData.AreEquivalent(rule.itemB, item2)) ||
(PickupItemData.AreEquivalent(rule.itemA, item2) && PickupItemData.AreEquivalent(rule.itemB, item1)))
{
return rule;
}
}
return null;
}
/// <summary>
/// Returns the slot item config for a given slot item.
/// </summary>
public GameSettings.SlotItemConfig GetSlotItemConfig(PickupItemData slotItem)
{
var settings = GetSettings<IInteractionSettings>();
if (settings == null || settings.SlotItemConfigs == null || slotItem == null) return null;
foreach (var config in settings.SlotItemConfigs)
{
if (PickupItemData.AreEquivalent(slotItem, config.slotItem))
return config;
}
return null;
}
// MINIGAME SETTINGS
// Endless Descender settings
public float EndlessDescenderLerpSpeed => GetSettings<IMinigameSettings>()?.EndlessDescenderLerpSpeed ?? 12f;
public float EndlessDescenderMaxOffset => GetSettings<IMinigameSettings>()?.EndlessDescenderMaxOffset ?? 3f;
public float EndlessDescenderClampXMin => GetSettings<IMinigameSettings>()?.EndlessDescenderClampXMin ?? -3.5f;
public float EndlessDescenderClampXMax => GetSettings<IMinigameSettings>()?.EndlessDescenderClampXMax ?? 3.5f;
public float EndlessDescenderSpeedExponent => GetSettings<IMinigameSettings>()?.EndlessDescenderSpeedExponent ?? 2.5f;
}