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better-tee/Assets/Code/ActController.cs

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using System;
using UnityEngine;
using UnityEngine.EventSystems;
public abstract class ActController : MonoBehaviour
{
[Header("Settings")]
public ActSettings settings = null;
protected ActPhase phase = ActPhase.NONE;
[Header("Results")]
public ActResults results = null;
[Header("Objects")]
public Canvas canvas = null;
public EventSystem eventSystem = null;
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[Serializable]
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public class InvalidPhaseException : Exception {
public readonly ActPhase currentPhase;
public InvalidPhaseException(ActPhase currentPhase) {
this.currentPhase = currentPhase;
}
};
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[Serializable]
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public class MissingSettingsException : Exception {};
public ActPhase Phase { get; }
/// <summary>
/// Call this to initialize the Act (GameObjects, ActSettings, etc). All interactable components should be disabled in this phase.
/// </summary>
public virtual void ActInit() {
phase = ActPhase.INIT;
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canvas = GameObject.FindGameObjectWithTag("Canvas")?.GetComponent<Canvas>();
eventSystem = GameObject.FindGameObjectWithTag("EventSystem")?.GetComponent<EventSystem>();
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if(settings == null) {
throw new MissingSettingsException();
}
}
/// <summary>
/// Call this to enable all interactable components in the Act. It should be called when the player is ready to play.
/// </summary>
public virtual void ActStart() {
if(Phase != ActPhase.INIT) throw new InvalidPhaseException(phase);
phase = ActPhase.START;
}
/// <summary>
/// Call this to disable once again all interactable components in the Act. It should be called when the Act is finished (time ran out, player reached submission limit, etc).
/// </summary>
public virtual void ActEnd() {
if(Phase != ActPhase.START) throw new InvalidPhaseException(phase);
phase = ActPhase.END;
}
/// <summary>
/// Call this to cleanup all GameObjects created during the Init phase.
/// </summary>
public virtual void ActCleanup() {
if(Phase != ActPhase.END) {
Debug.LogWarningFormat("ActCleanup() was called during {0}", Phase);
}
phase = ActPhase.CLEANUP;
}
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protected virtual void Awake() {
}
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protected virtual void Start() {
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}
protected virtual void Update() {
}
protected virtual void OnDestroy() {
ActCleanup();
}
}