Frame/Assets/Scripts/Game.cs

120 lines
4.1 KiB
C#

using System;
using Cysharp.Threading.Tasks;
using Game.Boss;
using Game.Pathfinding;
using Game.Player;
using Game.RayCast;
using Game.Room;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
namespace Game
{
public class Game : MonoBehaviour
{
private static Game _game;
private GameObject _self => gameObject;
private UIManager _uiManager;
private ResourceManager _resourceManager;
private ProcedureManager _procedureManager;
private PlayerManager _playerManager;
private BFSManager _bfsManager;
private RoomManager _roomManager;
private MouseInputManager _mouseInputManager;
private BossManager _bossManager;
[SerializeField] private LoadType _loadType1 = LoadType.Editor;
[SerializeField] private float time;
public static GameObject self => _game._self;
public static IProcedureManager procedureManager => _game._procedureManager;
public static IResourceManager resourceManager => _game._resourceManager;
public static IUIManager uiManager => _game._uiManager;
public static IPlayerManager playerManager => _game._playerManager;
public static IBFSManager bfsManager => _game._bfsManager;
public static IRoomManager roomManager => _game._roomManager;
public static IMouseInputManager mouseInputManager => _game._mouseInputManager;
public static IBossManager bossManager => _game._bossManager;
private void Awake()
{
_game = this;
DontDestroyOnLoad(this.gameObject);
AssemblyManager.Initialize();
this._uiManager = new UIManager();
this._resourceManager = new ResourceManager();
this._procedureManager = new ProcedureManager();
this._playerManager = new PlayerManager();
this._bfsManager = new BFSManager();
this._roomManager = new RoomManager();
this._mouseInputManager = new MouseInputManager();
this._bossManager = new BossManager();
this._resourceManager.Init();
this._uiManager.Init();
this._procedureManager.Init();
this._playerManager.Init();
this._bfsManager.Init();
this._roomManager.Init();
this._mouseInputManager.Init();
this._bossManager.Init();
}
private void Start()
{
UniTask.Create(
async () =>
{
await _resourceManager.InitLoadModeAsync(_loadType1);
Game.uiManager.CreateUI(UIType.GlobalLogOnlyAppUI, UILayer.High);
#if !UNITY_EDITOR
Game.uiManager.ShowUI(UIType.GlobalLogOnlyAppUI);
#endif
this.OnCreateUI();
this._procedureManager.StartProcedure(ProcedureType.LoadingGameSceneProcedure);
return "11";
}).Forget();
}
private void OnCreateUI()
{
CommonHelper.AddAppLog("start create ui !");
Game.uiManager.CreateUI(UIType.InputNameUI, UILayer.Mid);
Game.uiManager.CreateUI(UIType.GameSceneHelpUI, UILayer.High);
Game.uiManager.CreateUI(UIType.GameSceneMainUI, UILayer.Low);
Game.uiManager.CreateUI(UIType.GameSceneResultUI, UILayer.High);
CommonHelper.AddAppLog("create ui finish !");
}
private void Update()
{
time = Time.deltaTime;
this._resourceManager.Update(time);
this._uiManager.Update(time);
this._procedureManager.Update(time);
this._bfsManager.Update(time);
this._playerManager.Update(time);
this._roomManager.Update(time);
this._bossManager.Update(this.time);
}
private void OnDestroy()
{
this._resourceManager.Dispose();
this._uiManager.Dispose();
this._procedureManager.Dispose();
this._bfsManager.Dispose();
this._playerManager.Dispose();
this._roomManager.Dispose();
this._bossManager.Dispose();
}
}
}