all repos — RPG @ v0.0.1

Fully functional 3D turn based role playing game coded in C# and base Unity.

Assets/Scripts/Utility/GameMaster.cs (view raw)

  1using System;
  2using System.Collections.Generic;
  3using UnityEngine;
  4using UnityEngine.SceneManagement;
  5
  6public class GameMaster : Singleton<GameMaster>
  7{
  8    #region Public
  9    private Dictionary<string, Stats> party;
 10    public List<Stats> Party
 11    {
 12        get
 13        {
 14            List<Stats> l = new List<Stats>();
 15            foreach(KeyValuePair<string, Stats> kv in party)
 16            {
 17                l.Add(kv.Value);
 18            }
 19            return l;
 20        }
 21    }
 22
 23    [Header("Inventory")]
 24    public int gold = 0;
 25    public Inventory inventory;
 26    public int currentLevel = 0;
 27    #endregion
 28    #region Private
 29    private float timer;
 30    private BattleManager battle;
 31    private Transform player;
 32    private List<string> killedEnemies = new List<string>();
 33    private string fighting = "";
 34    private bool loaded = false;
 35    private string enemyType;
 36    private Vector3 lastPosition;
 37    private Quaternion lastRotation;
 38    
 39    private string[] partyNames = { "Paladin", "Archer", "Boxer", "Mage" };
 40    private List<string> bossNames = new List<string>{ "Brady", "Ganfaul" };
 41    private Stats tempStats;
 42    #endregion
 43
 44    private void Start()
 45    {
 46        //start timer
 47        timer = 0;
 48
 49        initParty(partyNames);
 50
 51        //create inventory
 52        inventory = new Inventory();
 53        inventory.generateItem(new ItemInfo(new BottledBlessing(), 1));
 54
 55        SceneManager.sceneLoaded += sceneChanged;
 56    }
 57    private void Update()
 58    {
 59        timer += Time.deltaTime;
 60    }
 61
 62    #region InizioBattaglia
 63    public void EnterBattle(string enemyName, string enemyType)
 64    {
 65        fighting = enemyName;
 66        this.enemyType = enemyType;
 67        player = FindObjectOfType<NoJumpController>().transform;
 68        lastPosition = player.position;
 69        lastRotation = player.rotation;
 70        
 71        SceneManager.LoadScene("Battle");
 72    }
 73    #endregion
 74
 75    #region FineBattaglia
 76    public void EndBattle(bool didYouWin)
 77    {
 78        if (didYouWin) //Won Battle
 79        {
 80            battle = FindObjectOfType<BattleManager>();
 81
 82            //save party stats for later battles
 83            foreach (Fighter f in battle.fighters)
 84            {
 85                if(party.TryGetValue(f.ToString(), out tempStats)) //save the reference to party's stats in tempStats
 86                {
 87                    tempStats.HP = f.stats.HP;
 88                    tempStats.MP = f.stats.MP;
 89                }
 90            } 
 91            gold += battle.enemyGold;
 92            inventory.addInventory(battle.enemyItems);
 93
 94            killedEnemies.Add(fighting);
 95
 96            if(bossNames.Contains(fighting)){
 97                currentLevel++;
 98                killedEnemies = new List<string>();
 99            }
100            Debug.Log("battle ended. fighting=" + fighting + ", currentLevel: " + currentLevel + ", loaded:" + loaded);
101            Debug.Log("killed enemies:");
102            foreach (string str in killedEnemies)
103            {
104                Debug.Log(str);
105            }
106            SceneManager.LoadScene("Level" + currentLevel);
107        } else //Lost Battle
108        {
109            SceneManager.LoadScene("GameOver");
110        }
111    }
112    #endregion
113
114    #region Cambio scena (evento)
115    private void sceneChanged(Scene arg0, LoadSceneMode arg1)
116    {
117        switch (arg0.name)
118        {
119            #region Inizio battaglia
120            case "Battle":
121                break;
122            #endregion
123
124            #region Battaglia vinta o ritorno all'overworld
125            case "Level0":
126            case "Level1":
127                player = FindObjectOfType<NoJumpController>().transform;
128
129                if(loaded || fighting != ""){
130                    player.SetPositionAndRotation(lastPosition, lastRotation);
131                    loaded = false;
132                }
133                foreach (string enemy in killedEnemies)
134                {
135                    GameObject.Find(enemy).SetActive(false);
136                }
137                break;
138            #endregion
139
140            #region Battaglia persa
141            case "Menu":
142
143                break;
144            case "GameOver":
145
146                break;
147            #endregion
148
149            #region Altro
150            default:
151                break;
152                #endregion
153        }
154    }
155    #endregion
156
157    #region Getters, setters
158    public string GetEnemyType()
159    {
160        return enemyType;
161    }
162
163    public string GetPlayTime(){
164        return UI.getPlayTimeString(timer);
165    }
166    #endregion
167
168    #region Party Management
169    private void initParty(string[] names){
170        party = new Dictionary<string, Stats>();
171        foreach(string s in names)
172        {
173            addToParty(s);
174        }
175    }
176    public bool addToParty(string name)
177    {
178        if(!party.ContainsKey(name)){
179            party.Add(name, new Stats(name));
180            return true;
181        }
182        return false;
183    }
184    public bool removeFromParty(string name)
185    {
186        if(party.ContainsKey(name)){
187            party.Remove(name);
188        return true;
189        }
190        return false;
191    }
192    #endregion
193
194    #region Save and Load
195    public Save CreateSaveGameObject()
196    {
197        Transform t = FindObjectOfType<NoJumpController>().transform; //Find player
198        Save save = new Save();
199        save.timestamp = DateTime.Now;
200
201        save.currentLevel = currentLevel;
202        save.enemiesKilled = new List<string>(killedEnemies);
203        save.gold = gold;
204        save.party = new Dictionary<string, Stats>(party);
205        save.inventory = new List<ItemInfo>(inventory.getContents());
206        save.fighting = fighting;
207        save.posx = t.position.x;
208        save.posy = t.position.y;
209        save.posz = t.position.z;
210        save.rot0 = t.rotation.x;
211        save.rot1 = t.rotation.y;
212        save.rot2 = t.rotation.z;
213        save.rot3 = t.rotation.w;
214        save.timerfloat = timer;
215        //Debug.Log("saving scene Level" + currentLevel + ", fighting: " + fighting);
216        return save;
217    }
218
219    public void LoadManager(int cl, List<string> ke, int g, Dictionary<string, Stats> p, Inventory i, string f, Vector3 pos, Quaternion rot, float timerfloat)
220    {
221        loaded = true;
222        currentLevel = cl;
223        killedEnemies = ke;
224        gold = g;
225        party = p;
226        inventory = i;
227        fighting = f;
228        lastPosition = pos;
229        lastRotation = rot;
230        timer = timerfloat;
231        //Debug.Log("loading scene Level" + currentLevel + ", fighting: " + fighting);
232    }
233
234    public void resetGame()
235    {
236        currentLevel = 0;
237        killedEnemies = new List<string>();
238        gold = 0;
239        initParty(partyNames);
240        inventory = new Inventory();
241        fighting = "";
242        timer = 0;
243    }
244    #endregion
245}