131 lines
4.2 KiB
C#

using System;
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
[RequireComponent(typeof(AudioSource))]
public class GameManager : Singleton<GameManager>
{
private Enums.GameType _gameType;
private GameLogic _gameLogic;
private StoneController _stoneController;
private Canvas _canvas;
[SerializeField] private GameObject panelManagerPrefab;
[SerializeField] private GameObject audioManagerPrefab;
[NonSerialized] public PanelManager panelManager;
[NonSerialized] public AudioManager audioManager;
protected override void Awake()
{
base.Awake();
InitPanels();
}
private void Start()
{
//게임 씬에서 확인하기 위한 임시 코드
_gameType = Enums.GameType.SinglePlay;
//게임 씬에서 확인하기 위한 임시 코드
// _canvas = canvas.GetComponent<Canvas>();
// _stoneController = GameObject.FindObjectOfType<StoneController>();
// _stoneController.InitStones();
// var fioTimer = FindObjectOfType<FioTimer>();
// _gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
}
private void InitPanels()
{
panelManager = Instantiate(panelManagerPrefab).GetComponent<PanelManager>();
audioManager = Instantiate(audioManagerPrefab).GetComponent<AudioManager>();
}
public void OnClickConfirmButton()
{
if (_gameLogic.selectedRow != -1 && _gameLogic.selectedCol != -1)
{
_gameLogic.OnConfirm();
}
else
{
Debug.Log("착수 위치를 선택 해주세요");
//TODO: 착수할 위치를 선택하라는 동작
}
}
public void ChangeToGameScene(Enums.GameType gameType)
{
_gameType = gameType;
SceneManager.LoadScene("Game");
}
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "Game")
{
if (_gameType == Enums.GameType.Replay)
{
//TODO: 리플레이를 위한 초기화
}
_stoneController = GameObject.FindObjectOfType<StoneController>();
_stoneController.InitStones();
var fioTimer = FindObjectOfType<FioTimer>();
_gameLogic = new GameLogic(_stoneController, _gameType, fioTimer);
}
else if (scene.name == "Replay")
{
_stoneController = GameObject.FindObjectOfType<StoneController>();
_stoneController.InitStones();
_gameLogic = new GameLogic(_stoneController, Enums.GameType.Replay);
}
_canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
}
//임시 재시작 재대결
public void RetryGame()
{
_gameLogic.ResetBoard();
_stoneController.InitStones();
_gameLogic.SetState(_gameLogic.firstPlayerState);
}
#region ReplayControll
public void ReplayNext(Move nextMove )
{
// 보드에 돌을 설정하기 위해 gameLogic의 SetNewBoardValue호출
if (nextMove.stoneType.Equals(Enums.StoneType.Black.ToString()))
{
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerA, nextMove.columnIndex, nextMove.rowIndex);
}
else if (nextMove.stoneType.Equals(Enums.StoneType.White.ToString()))
{
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, nextMove.columnIndex, nextMove.rowIndex);
}
// 돌이 놓인 내역을 ReplayManager에도 반영
ReplayManager.Instance.PushMove(nextMove);
}
public void ReplayUndo(Move targetMove)
{
if (targetMove.stoneType.Equals(Enums.StoneType.Black.ToString()))
{
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerA, targetMove.columnIndex, targetMove.rowIndex);
}
else if (targetMove.stoneType.Equals(Enums.StoneType.White.ToString()))
{
_gameLogic.SetNewBoardValue(Enums.PlayerType.PlayerB, targetMove.columnIndex, targetMove.rowIndex);
}
ReplayManager.Instance.PushUndoMove(targetMove);
//TODO: 화면상에서 돌 치우기
}
#endregion
}