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StartCoroutine(LoadSceneAdditive("UIScene")); - isLoadGameplayUI = true; + StartCoroutine(UnloadScene("UIScene")); } + StartCoroutine(LoadSceneAdditive("UIScene")); + isLoadGameplayUI = true; } private IEnumerator SwitchGameplay(string newScene) diff --git a/Assets/Script/Gameplay/Global/GameFlowManager.cs b/Assets/Script/Gameplay/Global/GameFlowManager.cs index b335857..5320bdd 100644 --- a/Assets/Script/Gameplay/Global/GameFlowManager.cs +++ b/Assets/Script/Gameplay/Global/GameFlowManager.cs @@ -23,7 +23,7 @@ namespace Script.Gameplay.Global private void Start() { _gameCountdownManager = GameCountdownManager.Instance; - _gameCountdownManager.StartLevelTimer(); + GameManager.Instance.OnGameStart += OnGameStart; _gameCountdownManager.OnFinish.AddListener(() => { if (IsOpenRestartGameOnCountdownFinish) @@ -32,11 +32,16 @@ namespace Script.Gameplay.Global ); } + public void OnGameStart() + { + _gameCountdownManager.StartLevelTimer(); + } + public IEnumerator OnCountDown() { StartCoroutine(ScreenGlitchManager.Instance.TriggerGlitchEffect()); yield return new WaitForSeconds(1.0f); - GameManager.Instance.ReStartGameplay(); + GameManager.Instance.StartGameplay(); } } } \ No newline at end of file diff --git a/Assets/Script/Core/GameManager.cs b/Assets/Script/Gameplay/Global/GameManager.cs similarity index 60% rename from Assets/Script/Core/GameManager.cs rename to Assets/Script/Gameplay/Global/GameManager.cs index bb68220..4853d76 100644 --- a/Assets/Script/Core/GameManager.cs +++ b/Assets/Script/Gameplay/Global/GameManager.cs @@ -1,7 +1,7 @@ using System; - -namespace Core +using Core; +namespace Script.Gameplay.Global { public class GameManager : MonoSingleton { @@ -11,10 +11,16 @@ namespace Core ScenesManager.Instance.LoadMainMenu(); } - public void ReStartGameplay() + public void StartGameplay() { ScenesManager.Instance.LoadGameplay("Level1"); OnGameStart?.Invoke(); } + + public void StartTest() + { + ScenesManager.Instance.LoadGameplay("Test"); + OnGameStart?.Invoke(); + } } } \ No newline at end of file diff --git a/Assets/Script/Core/GameManager.cs.meta b/Assets/Script/Gameplay/Global/GameManager.cs.meta similarity index 100% rename from Assets/Script/Core/GameManager.cs.meta rename to Assets/Script/Gameplay/Global/GameManager.cs.meta diff --git a/Assets/Script/Gameplay/Player/PlayerWatchModeController.cs b/Assets/Script/Gameplay/Player/PlayerWatchModeController.cs index 6d57fdf..e408bef 100644 --- a/Assets/Script/Gameplay/Player/PlayerWatchModeController.cs +++ b/Assets/Script/Gameplay/Player/PlayerWatchModeController.cs @@ -3,6 +3,7 @@ using Script.Gameplay.Input; using UnityEngine; using Core; using Script.Gameplay.Global; +using UnityEngine.InputSystem; namespace Script.Gameplay.Player { @@ -34,7 +35,7 @@ namespace Script.Gameplay.Player // 触发退出事件 OnExitWatchMode?.Invoke(previousMode); OnEnterWatchMode?.Invoke(currentMode); - + SwitchWatchMode(currentMode); } } @@ -47,17 +48,19 @@ namespace Script.Gameplay.Player playerConnectController = GetComponent(); var input = inputManager.Input; - input.Player.SwitchWatchMode.performed += ctx => - { - var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % Enum.GetNames(typeof(WatchMode)).Length); - CurrentWatchMode = modeTemp; - }; - ; + input.Player.SwitchWatchMode.performed += RegisterInput + ; ControllerLocator.Instance.Register(this); OnEnterWatchMode?.Invoke(currentMode); } + private void RegisterInput(InputAction.CallbackContext ctx) + { + var modeTemp = (WatchMode)(((int)CurrentWatchMode + 1) % Enum.GetNames(typeof(WatchMode)).Length); + CurrentWatchMode = modeTemp; + } + // 实现按Tap键实现在WatchMode 3个模式切换,并通过SwitchWatchMode设置正确的相机模式 private void SwitchWatchMode(WatchMode watchMode) { @@ -78,6 +81,7 @@ namespace Script.Gameplay.Player { playerConnectController.IsEnablePlayerConnecting = false; } + break; case WatchMode.Outside: SetSeeLines(true); @@ -89,7 +93,7 @@ namespace Script.Gameplay.Player { playerInteractorController.SetPlayerInteractionEnabled(true); } - + if (playerConnectController != null) { playerConnectController.IsEnablePlayerConnecting = true; @@ -113,5 +117,13 @@ namespace Script.Gameplay.Player cam.cullingMask = mask; } + + private void OnDestroy() + { + ControllerLocator.Instance.Unregister(this); + + var input = inputManager.Input; + input.Player.SwitchWatchMode.performed -= RegisterInput; + } } } \ No newline at end of file diff --git a/Assets/Script/Gameplay/UI/StartGameButton.cs b/Assets/Script/Gameplay/UI/StartGameButton.cs index a90377f..852d10c 100644 --- a/Assets/Script/Gameplay/UI/StartGameButton.cs +++ b/Assets/Script/Gameplay/UI/StartGameButton.cs @@ -1,16 +1,20 @@ using UnityEngine; using Core; using Script.Gameplay.Input; - +using Script.Gameplay.Global; namespace UI { public class StartGameButton : UIBase { public string levelName = "Level1"; + public void StartGame() { - ScenesManager.Instance.LoadGameplay(levelName); - InputManager.Instance.SetCursorState(false,CursorLockMode.Locked); + if (levelName == "Level1") + GameManager.Instance.StartGameplay(); + else if (levelName == "Test") + GameManager.Instance.StartTest(); + InputManager.Instance.SetCursorState(false, CursorLockMode.Locked); } } } \ No newline at end of file