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110 lines
4.2 KiB
C#
110 lines
4.2 KiB
C#
using System;
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using UnityEngine;
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using VContainer.Unity;
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namespace Unity.BossRoom.Gameplay.GameState
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{
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public enum GameState
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{
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MainMenu,
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CharSelect,
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BossRoom,
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PostGame
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}
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/// <summary>
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/// A special component that represents a discrete game state and its dependencies. The special feature it offers is
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/// that it provides some guarantees that only one such GameState will be running at a time.
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/// </summary>
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/// <remarks>
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/// Q: what is the relationship between a GameState and a Scene?
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/// A: There is a 1-to-many relationship between states and scenes. That is, every scene corresponds to exactly one state,
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/// but a single state can exist in multiple scenes.
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/// Q: How do state transitions happen?
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/// A: They are driven implicitly by calling NetworkManager.SceneManager.LoadScene in server code. This is
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/// important, because if state transitions were driven separately from scene transitions, then states that cared what
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/// scene they ran in would need to carefully synchronize their logic to scene loads.
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/// Q: How many GameStateBehaviours are there?
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/// A: Exactly one on the server and one on the client (on the host a server and client GameStateBehaviour will run concurrently, as
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/// with other networked prefabs).
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/// Q: If these are MonoBehaviours, how do you have a single state that persists across multiple scenes?
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/// A: Set your Persists property to true. If you transition to another scene that has the same gamestate, the
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/// current GameState object will live on, and the version in the new scene will auto-destruct to make room for it.
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///
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/// Important Note: We assume that every Scene has a GameState object. If not, then it's possible that a Persisting game state
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/// will outlast its lifetime (as there is no successor state to clean it up).
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/// </remarks>
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public abstract class GameStateBehaviour : LifetimeScope
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{
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/// <summary>
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/// Does this GameState persist across multiple scenes?
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/// </summary>
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public virtual bool Persists
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{
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get { return false; }
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}
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/// <summary>
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/// What GameState this represents. Server and client specializations of a state should always return the same enum.
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/// </summary>
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public abstract GameState ActiveState { get; }
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/// <summary>
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/// This is the single active GameState object. There can be only one.
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/// </summary>
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private static GameObject s_ActiveStateGO;
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protected override void Awake()
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{
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base.Awake();
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if (Parent != null)
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{
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Parent.Container.Inject(this);
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}
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}
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// Start is called before the first frame update
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protected virtual void Start()
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{
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if (s_ActiveStateGO != null)
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{
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if (s_ActiveStateGO == gameObject)
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{
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//nothing to do here, if we're already the active state object.
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return;
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}
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//on the host, this might return either the client or server version, but it doesn't matter which;
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//we are only curious about its type, and its persist state.
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var previousState = s_ActiveStateGO.GetComponent<GameStateBehaviour>();
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if (previousState.Persists && previousState.ActiveState == ActiveState)
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{
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//we need to make way for the DontDestroyOnLoad state that already exists.
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Destroy(gameObject);
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return;
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}
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//otherwise, the old state is going away. Either it wasn't a Persisting state, or it was,
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//but we're a different kind of state. In either case, we're going to be replacing it.
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Destroy(s_ActiveStateGO);
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}
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s_ActiveStateGO = gameObject;
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if (Persists)
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{
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DontDestroyOnLoad(gameObject);
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}
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}
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protected override void OnDestroy()
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{
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if (!Persists)
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{
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s_ActiveStateGO = null;
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}
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}
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}
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}
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