Files
2025-08-31 18:14:07 -04:00

112 lines
3.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ingvar.LiveWatch.TowerDefenceDemo
{
public class LevelStateManager : MonoBehaviour
{
public event Action StateChanged;
public LevelStateType CurrentState
{
get => _currentState;
set
{
if (_currentState == value)
return;
_currentState = value;
StateChanged?.Invoke();
}
}
private LevelStateType _currentState;
private LevelScene _levelScene;
private Dictionary<LevelStateType, string> _stateNamesCache = new();
private void Awake()
{
_levelScene = FindObjectOfType<LevelScene>();
}
private void Start()
{
StartLevel();
// Cache is needed to avoid GC from .ToString() every frame
foreach (var stateEnum in Enum.GetValues(typeof(LevelStateType)))
_stateNamesCache.Add((LevelStateType)stateEnum, stateEnum.ToString());
Watch.GetOrAdd("State", () => _stateNamesCache[CurrentState])
.SetSortOrder(TD_WatchSortOrder.State);
}
public void StartLevel()
{
if (CurrentState == LevelStateType.Playing)
return;
CurrentState = LevelStateType.Waiting;
_levelScene.SpeedManager.SetDefaultSpeed();
_levelScene.HealthManager.ResetHealth();
_levelScene.EnergyManager.ResetEnergy();
_levelScene.WaveManager.ResetWaves();
_levelScene.TowerBuildManager.DestroyAllTowers();
_levelScene.InitialTowerSpawner.SpawnAllTowers();
_levelScene.HealthManager.HealthChanged += OnHealthChanged;
_levelScene.WaveManager.WaveStarted += OnWaveStarted;
_levelScene.WaveManager.WaveFinished += OnWaveFinished;
}
public void FinishLevel(bool isWin)
{
if (CurrentState is LevelStateType.Win or LevelStateType.Lose)
return;
CurrentState = isWin ? LevelStateType.Win : LevelStateType.Lose;
_levelScene.TowerManager.DisableTowers();
_levelScene.MobManager.DespawnMobsAll();
_levelScene.WaveManager.FinishWave();
_levelScene.HealthManager.HealthChanged -= OnHealthChanged;
_levelScene.WaveManager.WaveStarted -= OnWaveStarted;
_levelScene.WaveManager.WaveFinished -= OnWaveFinished;
}
private void OnHealthChanged()
{
if (_levelScene.HealthManager.CurrentHealth > 0)
return;
FinishLevel(false);
}
private void OnWaveStarted()
{
CurrentState = LevelStateType.Playing;
_levelScene.TowerManager.EnabledTowers();
}
private void OnWaveFinished()
{
_levelScene.TowerManager.DisableTowers();
_levelScene.MobManager.DespawnMobsAll();
if (_levelScene.WaveManager.CurrentWave >= _levelScene.WaveManager.MaxWave)
{
FinishLevel(true);
return;
}
_levelScene.WaveManager.SetNextWave();
CurrentState = LevelStateType.Waiting;
}
}
}