ofb/Assets/Scripts/StateController.cs
slevy14 405e20ca2f lots of small changes lol
worked on tambourine level layout, improved tambourine throwing, created enemy respawn system
2023-04-29 14:51:50 -07:00

111 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class StateController : MonoBehaviour {
[Header("Respawning")]
[SerializeField] GameObject player;
public GameObject spawnPoint;
[SerializeField] private GameObject deathCanvas;
[Header("Pause Menu")]
public bool isPaused = false;
public GameObject pauseMenuCanvas;
[Header("Debug")]
public bool inDebugMode;
GameObject debugCanvas;
[Header("Enemies")]
GameObject[] enemiesInScene;
void Awake() {
// check to see if a state controller already exists
if (GameObject.FindGameObjectWithTag("StateController") != null) {
Destroy(this.gameObject);
} else { // if it doesn't, then this is the only one
this.gameObject.tag = "StateController";
}
DontDestroyOnLoad(this.gameObject);
SceneManager.sceneLoaded += OnSceneLoaded;
if (inDebugMode) {
debugCanvas = GameObject.Find("DebugCanvas");
debugCanvas.SetActive(false);
}
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode) {
deathCanvas = GameObject.Find("DeathUICanvas");
if (deathCanvas != null) {
Button respawnButton = GameObject.Find("RespawnButton").GetComponent<Button>();
respawnButton.onClick.AddListener(RespawnPlayer);
deathCanvas.SetActive(false);
}
pauseMenuCanvas = GameObject.Find("PauseMenuCanvas");
if (pauseMenuCanvas != null) {
Button resumeButton = GameObject.Find("ResumeButton").GetComponent<Button>();
resumeButton.onClick.AddListener(Unpause);
TogglePauseMenu(false);
}
// keep track of all enemies
enemiesInScene = GameObject.FindGameObjectsWithTag("Enemy");
// print(enemiesInScene);
if (isPaused) {
Unpause();
}
}
void OnToggleDebugMenu() {
if (inDebugMode) {
debugCanvas.SetActive(!debugCanvas.activeSelf);
}
}
void OnPause() {
if (pauseMenuCanvas != null) {
if (!isPaused) {
Time.timeScale = 0;
TogglePauseMenu(true);
} else {
Time.timeScale = 1;
TogglePauseMenu(false);
}
isPaused = !isPaused;
}
}
public void Unpause() {
Time.timeScale = 1;
TogglePauseMenu(false);
isPaused = !isPaused;
}
void TogglePauseMenu(bool showPauseMenu) {
pauseMenuCanvas.SetActive(showPauseMenu);
}
public void RespawnPlayer() {
SetDeathCanvasActive(false);
GameObject.Find("Main Camera").GetComponent<CameraMovement>().FindPlayer();
RespawnEnemies();
Instantiate(player, spawnPoint.transform.position, player.transform.rotation);
}
public void RespawnEnemies() {
foreach (GameObject enemy in enemiesInScene) {
enemy.SetActive(true);
}
}
public void SetDeathCanvasActive(bool activeState) {
deathCanvas.SetActive(activeState);
}
}