NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Game/GameStateStory.cs

95 lines
2.7 KiB
C#

using Code.Scripts.Gameplay.Utils;
using Cysharp.Threading.Tasks;
using Framework;
using Gameplay;
using Gameplay.Effect;
using Gameplay.Guide;
using Gameplay.Level;
using Gameplay.Story;
using Gameplay.SubSystems;
namespace Code.Scripts.Gameplay.Game
{
public class GameStateStory : IState
{
private readonly cfg.StoryCfg.DataStoryMain _storyConfig;
public cfg.StoryCfg.DataStoryMain storyConfig
{
get
{
return _storyConfig;
}
}
private bool _isReady;
/// <summary>
/// 记录剧情关卡加载完成后是否立即播放
/// </summary>
private bool _autoPlay;
private bool _needExit;
public bool IsReady
{
set { _isReady = value; }
}
public GameStateStory(string storyId, bool autoPlay = true)
{
_storyConfig = TableManager.Instance.Tables.StoryMainConfig.Get(storyId);
_autoPlay = autoPlay;
EventManager.Instance.Register(EventManager.EventName.LoadingExecutorComplete, OnLoadingExecutorComplete);
}
public void OnEnter()
{
_needExit = false;
_isReady = false;
EventManager.Instance.Register(EventManager.EventName.STORY_CLICK_SKIP, _OnRecvExit);
LoadingManager.Instance.ExecuteLoading(new StoryLoadingExecutor(_storyConfig)).Forget();
EventManager.Instance.Send(EventManager.EventName.Guide_ChangeStoryState);
}
public void OnUpdate(float deltaTime)
{
if (_needExit) return;
if (!_isReady) return;
StoryManager.instance.LogicUpdate(deltaTime);
}
private void _OnRecvExit()
{
EventManager.Instance.Unregister(EventManager.EventName.STORY_CLICK_SKIP, _OnRecvExit);
_needExit = true;
if (LevelManager.Instance.IsInLevel)
LevelManager.Instance.TryExitLevel(true);
else
{
if (GuideManager.Instance.IsGuiding) // TODO 临时处理
return;
GameStateManager.Instance.ChangeState(new GameStateMainScene());
}
}
private void OnLoadingExecutorComplete()
{
_isReady = _autoPlay;
}
public void OnExit()
{
EventManager.Instance.Unregister(EventManager.EventName.LoadingExecutorComplete, OnLoadingExecutorComplete);
StoryManager.instance.DisposeForGame();
EffectManager.instance.ClearPool();
GameSceneManager.Instance.UnLoadSceneAsync(_storyConfig.ScenePath).Forget();
}
}
}