mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 15:24:18 +00:00
93 lines
No EOL
2.7 KiB
C#
93 lines
No EOL
2.7 KiB
C#
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.EventSystems;
|
|
|
|
|
|
namespace BetterTee.Player
|
|
{
|
|
|
|
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;
|
|
|
|
[Serializable]
|
|
public class InvalidPhaseException : Exception {
|
|
public readonly ActPhase currentPhase;
|
|
|
|
public InvalidPhaseException(ActPhase currentPhase) {
|
|
this.currentPhase = currentPhase;
|
|
}
|
|
};
|
|
|
|
[Serializable]
|
|
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;
|
|
|
|
canvas = GameObject.FindGameObjectWithTag("Canvas")?.GetComponent<Canvas>();
|
|
eventSystem = GameObject.FindGameObjectWithTag("EventSystem")?.GetComponent<EventSystem>();
|
|
|
|
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;
|
|
}
|
|
|
|
protected virtual void Awake() {
|
|
|
|
}
|
|
|
|
protected virtual void Start() {
|
|
|
|
}
|
|
|
|
protected virtual void Update() {
|
|
|
|
}
|
|
|
|
protected virtual void OnDestroy() {
|
|
ActCleanup();
|
|
}
|
|
}
|
|
|
|
} |