Assets/Scripts/Utility/GameMaster.cs (view raw)
1using System;
2using System.Collections;
3using System.Collections.Generic;
4using System.IO;
5using System.Runtime.Serialization.Formatters.Binary;
6using UnityEngine;
7using UnityEngine.SceneManagement;
8
9public class GameMaster : Singleton<GameMaster>
10{
11 #region Pubblica
12 private Dictionary<string, Stats> party;
13 public List<Stats> Party
14 {
15 get
16 {
17 List<Stats> l = new List<Stats>();
18 foreach(KeyValuePair<string, Stats> kv in party)
19 {
20 l.Add(kv.Value);
21 }
22 return l;
23 }
24 }
25
26 [Header("Inventory")]
27 public int gold = 0;
28 public Inventory inventory;
29
30 #endregion
31 #region Private
32 private float timer;
33 private BattleManager battle;
34 private GameObject player;
35 private List<string> killedEnemies = new List<string>();
36 private string fighting = "";
37 private string enemyType;
38 private Vector3 lastPosition;
39 private Quaternion lastRotation;
40 public bool loaded = false;
41
42 public int currentLevel = 0;
43
44 private string[] partyNames = { "Paladin", "Archer", "Boxer", "Mage" };
45 private Stats tempStats;
46 #endregion
47
48 private void Start()
49 {
50 //start timer
51 timer = 0;
52
53 //create party
54 party = new Dictionary<string, Stats>();
55
56 //add members
57 foreach(string st in partyNames)
58 {
59 addToParty(st);
60 }
61
62 //create inventory
63 inventory = new Inventory();
64 inventory.generateItem(new ItemInfo(new BottledBlessing(), 2));
65 inventory.generateItem(new ItemInfo(new BottledMiracle(), 1));
66 inventory.generateItem(new ItemInfo(new Potion(), 1));
67
68 SceneManager.sceneLoaded += sceneChanged;
69 }
70 private void Update()
71 {
72 timer += Time.deltaTime;
73 }
74
75 #region InizioBattaglia
76 public void EnterBattle(string enemyName, string enemyType)
77 {
78 fighting = enemyName;
79 this.enemyType = enemyType;
80 player = GameObject.Find("Player");
81 lastPosition = player.transform.position;
82 lastRotation = player.transform.rotation;
83
84 SceneManager.LoadScene("Battle");
85 }
86 #endregion
87
88 #region FineBattaglia
89 public void EndBattle(bool didYouWin)
90 {
91 if (didYouWin) //Won Battle
92 {
93 battle = FindObjectOfType<BattleManager>();
94
95 //save party stats for later battles
96 foreach (Fighter f in battle.fighters)
97 {
98 if(party.TryGetValue(f.ToString(), out tempStats)) //save the reference to party's stats in tempStats
99 {
100 tempStats.HP = f.stats.HP;
101 tempStats.MP = f.stats.MP;
102 }
103 }
104 gold += battle.enemyGold;
105 inventory.addInventory(battle.enemyItems);
106
107 killedEnemies.Add(fighting);
108 SceneManager.LoadScene("Level" + currentLevel);
109 } else //Lost Battle
110 {
111 SceneManager.LoadScene("GameOver");
112 }
113 }
114 #endregion
115
116 #region Cambio scena (evento)
117 private void sceneChanged(Scene arg0, LoadSceneMode arg1)
118 {
119 switch (arg0.name)
120 {
121 #region Inizio battaglia
122 case "Battle":
123 break;
124 #endregion
125 #region Battaglia vinta o ritorno all'overworld
126 case "Level0":
127 case "Level1":
128 case "Level2":
129 player = FindObjectOfType<NoJumpController>().gameObject;
130
131 if (fighting == "") //first spawn
132 {
133 if (!loaded)
134 {
135 lastPosition = player.transform.position;
136 lastRotation = player.transform.rotation;
137 }
138 }
139 else
140 { //return from battle
141 foreach (string enemy in killedEnemies)
142 {
143 GameObject.Find(enemy).SetActive(false);
144 }
145 }
146 player.transform.SetPositionAndRotation(lastPosition, lastRotation);
147 break;
148 #endregion
149 #region Battaglia persa
150 case "Menu":
151
152 break;
153 case "GameOver":
154
155 break;
156 #endregion
157 #region Altro
158 default:
159 break;
160 #endregion
161 }
162 }
163 #endregion
164
165 #region Getters, setters
166 public string GetEnemyType()
167 {
168 return enemyType;
169 }
170 #endregion
171
172 #region Party Management
173 public void addToParty(string name)
174 {
175 party.Add(name, new Stats(name));
176 }
177 public void removeFromParty(string name)
178 {
179 party.Remove(name);
180 }
181 #endregion
182
183 #region Save and Load
184 public Save CreateSaveGameObject()
185 {
186 Transform t = FindObjectOfType<NoJumpController>().transform; //Find player
187 Save save = new Save();
188 save.timestamp = DateTime.Now;
189
190 save.currentLevel = currentLevel;
191 save.enemiesKilled = new List<string>(killedEnemies);
192 save.gold = gold;
193 save.party = new Dictionary<string, Stats>(party);
194 save.inventory = new List<ItemInfo>(inventory.getContents());
195 save.fighting = fighting;
196 save.posx = t.position.x;
197 save.posy = t.position.y;
198 save.posz = t.position.z;
199 save.rot0 = t.rotation.x;
200 save.rot1 = t.rotation.y;
201 save.rot2 = t.rotation.z;
202 save.rot3 = t.rotation.w;
203 save.timerfloat = timer;
204 return save;
205 }
206
207 public void LoadManager(int cl, List<string> ke, int g, Dictionary<string, Stats> p,Inventory i, string f, Vector3 pos, Quaternion rot, float timerfloat)
208 {
209 loaded = true;
210 currentLevel = cl;
211 killedEnemies = ke;
212 gold = g;
213 party = p;
214 inventory = i;
215 fighting = f;
216 lastPosition = pos;
217 lastRotation = rot;
218 timer = timerfloat; //i may need to initialize this with new first.
219 }
220
221 public void resetGame()
222 {
223 loaded = false;
224 currentLevel = 0;
225 killedEnemies = new List<string>();
226 gold = 0;
227 party = new Dictionary<string, Stats>();
228 foreach(string s in partyNames)
229 {
230 party.Add(s, new Stats(s));
231 }
232 inventory = new Inventory();
233 fighting = "";
234 timer = 0;
235 }
236 #endregion
237}