projectEli/Assets/NeoFPS/Core/SinglePlayer/Game/FpsSoloGameMinimal.cs

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2022-11-07 01:28:33 +00:00
using System.Collections;
using System.Collections.Generic;
using NeoSaveGames;
using NeoSaveGames.Serialization;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace NeoFPS.SinglePlayer
{
[HelpURL("https://docs.neofps.com/manual/neofpsref-mb-fpssologameminimal.html")]
public class FpsSoloGameMinimal : FpsGameMode
{
[SerializeField, Tooltip("Should the game mode automatically spawn a player character immediately on start.")]
private bool m_SpawnOnStart = true;
[SerializeField, Tooltip("How long after dying does the game react (gives time for visual feedback).")]
private float m_DeathSequenceDuration = 5f;
[SerializeField, Tooltip("What to do when the player character dies.")]
private DeathAction m_DeathAction = DeathAction.Respawn;
[SerializeField, NeoPrefabField(required = true), Tooltip("The player prefab to instantiate if none exists.")]
private FpsSoloPlayerController m_PlayerPrefab = null;
[SerializeField, NeoPrefabField(required = true), Tooltip("The character prefab to use.")]
private FpsSoloCharacter m_CharacterPrefab = null;
[SerializeField, Tooltip("An optional inventory loadout for the character on spawn (this will replace their starting items).")]
private FpsInventoryLoadout m_StartingLoadout = null;
private WaitForSeconds m_DeathSequenceYield = null;
public enum DeathAction
{
Respawn,
ReloadScene,
MainMenu,
ContinueFromSave
}
private IController m_Player = null;
public IController player
{
get { return m_Player; }
protected set
{
// Unsubscribe from old player events
if (m_Player != null)
m_Player.onCharacterChanged -= OnPlayerCharacterChanged;
// Set new player
m_Player = value;
// Track player for persistence
var playerComponent = m_Player as Component;
if (playerComponent != null)
{
var nsgo = playerComponent.GetComponent<NeoSerializedGameObject>();
if (nsgo.wasRuntimeInstantiated)
m_PersistentObjects[0] = nsgo;
else
m_PersistentObjects[0] = null;
}
else
m_PersistentObjects[0] = null;
// Subscribe to player events
if (m_Player != null)
{
m_Player.onCharacterChanged += OnPlayerCharacterChanged;
OnPlayerCharacterChanged(m_Player.currentCharacter);
}
}
}
#if UNITY_EDITOR
private void OnValidate()
{
m_DeathSequenceDuration = Mathf.Clamp(m_DeathSequenceDuration, 0f, 300f);
}
#endif
protected override void Awake()
{
base.Awake();
m_DeathSequenceYield = new WaitForSeconds(m_DeathSequenceDuration);
}
protected override void OnStart()
{
base.OnStart();
if (player == null)
{
// Instantiate player if requried
if (FpsSoloPlayerController.localPlayer != null)
player = FpsSoloPlayerController.localPlayer;
else
player = InstantiatePlayer();
}
inGame = true;
// Spawn player character
if (player.currentCharacter == null)
{
if (m_SpawnOnStart)
Respawn(player);
// Apply inventory loadout
if (m_StartingLoadout != null)
{
var inventory = player.currentCharacter.GetComponent<IInventory>();
inventory.ApplyLoadout(m_StartingLoadout);
}
}
else
{
var spawn = SpawnManager.GetNextSpawnPoint(false);
var t = player.currentCharacter.transform;
t.position = spawn.spawnTransform.position;
t.rotation = spawn.spawnTransform.rotation;
}
}
protected override void OnDestroy()
{
if (m_PlayerCharacter != null)
{
m_PlayerCharacter.onIsAliveChanged -= OnPlayerCharacterIsAliveChanged;
m_PlayerCharacter = null;
}
base.OnDestroy();
}
protected override IController InstantiatePlayer ()
{
var nsgo = GetComponent<NeoSerializedGameObject>();
if (nsgo != null && nsgo.serializedScene != null)
return nsgo.serializedScene.InstantiatePrefab(m_PlayerPrefab);
else
return Instantiate(m_PlayerPrefab);
}
protected override ICharacter GetPlayerCharacterPrototype (IController player)
{
return m_CharacterPrefab;
}
protected virtual void OnPlayerCharacterIsAliveChanged(ICharacter character, bool alive)
{
if (inGame && !alive)
{
IController player = character.controller;
StartCoroutine(DelayedDeathReactionCoroutine(player));
}
}
private IEnumerator DelayedDeathReactionCoroutine(IController player)
{
// Wait for death sequence to complete
if (m_DeathSequenceDuration > 0f)
yield return m_DeathSequenceYield;
else
yield return null;
// Respawn
if (inGame)
{
switch (m_DeathAction)
{
case DeathAction.Respawn:
Respawn(player);
break;
case DeathAction.ReloadScene:
SceneManager.LoadScene(gameObject.scene.name);
break;
case DeathAction.MainMenu:
SceneManager.LoadScene(0);
break;
case DeathAction.ContinueFromSave:
if (SaveGameManager.canContinue)
SaveGameManager.Continue();
else
SceneManager.LoadScene(0);
break;
}
}
}
protected override void ProcessOldPlayerCharacter(ICharacter oldCharacter)
{
if (oldCharacter != null)
Destroy(oldCharacter.gameObject);
}
public override void ReadProperties(INeoDeserializer reader, NeoSerializedGameObject nsgo)
{
base.ReadProperties(reader, nsgo);
}
public override void WriteProperties(INeoSerializer writer, NeoSerializedGameObject nsgo, SaveMode saveMode)
{
base.WriteProperties(writer, nsgo, saveMode);
}
#region PLAYER
private ICharacter m_PlayerCharacter = null;
public ICharacter playerCharacter
{
get { return m_PlayerCharacter; }
}
protected virtual void OnPlayerCharacterChanged(ICharacter character)
{
// Unsubscribe from old character events
if (m_PlayerCharacter != null)
{
m_PlayerCharacter.onIsAliveChanged -= OnPlayerCharacterIsAliveChanged;
ProcessOldPlayerCharacter(m_PlayerCharacter as FpsSoloCharacter);
}
// Set new character
m_PlayerCharacter = character;
// Track character for persistence
var characterComponent = m_PlayerCharacter as Component;
if (characterComponent != null)
{
var nsgo = characterComponent.GetComponent<NeoSerializedGameObject>();
if (nsgo.wasRuntimeInstantiated)
m_PersistentObjects[1] = nsgo;
else
m_PersistentObjects[1] = null;
}
else
m_PersistentObjects[1] = null;
// Subscribe to character events
if (m_PlayerCharacter != null)
{
m_PlayerCharacter.onIsAliveChanged += OnPlayerCharacterIsAliveChanged;
OnPlayerCharacterIsAliveChanged(m_PlayerCharacter, m_PlayerCharacter.isAlive);
}
}
#endregion
#region PERSISTENCE
private NeoSerializedGameObject[] m_PersistentObjects = new NeoSerializedGameObject[2];
protected override NeoSerializedGameObject[] GetPersistentObjects()
{
if (m_PersistentObjects[0] != null && m_PersistentObjects[1] != null)
return m_PersistentObjects;
else
{
Debug.Log("No Persistence Save Objects. Does the scene have a SceneSaveInfo object correctly set up?");
Debug.Log("m_PersistentObjects[0] != null: " + (m_PersistentObjects[0] != null));
Debug.Log("m_PersistentObjects[1] != null: " + (m_PersistentObjects[1] != null));
return null;
}
}
protected override void SetPersistentObjects(NeoSerializedGameObject[] objects)
{
var controller = objects[0].GetComponent<IController>();
if (controller != null)
{
player = controller;
var character = objects[1].GetComponent<ICharacter>();
if (character != null)
player.currentCharacter = character;
}
}
#endregion
}
}