Files
A-Fairytale-Gone-Bad-Briar-…/Assets/Scripts/Framework/Managers/Levels/Data/BaseLevel.cs

116 lines
3.8 KiB
C#

using System.Collections.Generic;
using BriarQueen.Data.Identifiers;
using BriarQueen.Framework.Coordinators.Events;
using BriarQueen.Framework.Events.UI;
using BriarQueen.Framework.Managers.Hints.Data;
using BriarQueen.Framework.Managers.Interaction;
using BriarQueen.Framework.Managers.IO;
using BriarQueen.Framework.Managers.Player;
using BriarQueen.Framework.Managers.Player.Data.Codex;
using BriarQueen.Framework.Services.Destruction;
using BriarQueen.Framework.Services.Settings;
using BriarQueen.Framework.Services.Tutorials;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using VContainer;
namespace BriarQueen.Framework.Managers.Levels.Data
{
public class BaseLevel : MonoBehaviour
{
[Header("General")]
[SerializeField]
private LevelKey _levelKey;
[SerializeField]
private string _levelName;
[Header("Items")]
[SerializeField]
public List<BaseItem> Pickups;
public List<CodexTrigger> CodexTriggers;
[Header("Setup")]
[SerializeField]
protected GraphicRaycaster _raycaster;
protected DestructionService DestructionService;
protected EventCoordinator EventCoordinator;
protected InteractManager InteractManager;
protected PlayerManager PlayerManager;
protected SaveManager SaveManager;
protected SettingsService SettingsService;
protected TutorialService TutorialService;
public virtual string SceneID => AssetKeyIdentifiers.Get(SceneKey.GameScene);
public string LevelID => AssetKeyIdentifiers.Get(_levelKey);
public virtual string LevelName => _levelName;
public virtual bool IsPuzzleLevel { get; }
public virtual int CurrentLevelHintStage { get; set; }
public virtual Dictionary<int, BaseHint> Hints { get; }
[Inject]
public void Construct(EventCoordinator eventCoordinator, InteractManager interactManager, SaveManager saveManager,
DestructionService destructionService, SettingsService settingsService, PlayerManager playerManager,
TutorialService tutorialService)
{
EventCoordinator = eventCoordinator;
InteractManager = interactManager;
SaveManager = saveManager;
DestructionService = destructionService;
SettingsService = settingsService;
PlayerManager = playerManager;
TutorialService = tutorialService;
}
public async UniTask PostLoad()
{
InteractManager.AddUIRaycaster(_raycaster);
EventCoordinator.Publish(new UIToggleHudEvent(true));
await PostLoadInternal();
}
/// <summary>
/// Called after Level Load, but before activating. Override for Implementations
/// </summary>
/// <returns></returns>
protected virtual UniTask PostLoadInternal()
{
return UniTask.CompletedTask;
}
public async UniTask PostActivate()
{
await PostActivateInternal();
}
/// <summary>
/// Called after a level is activated. Override for implementations.
/// </summary>
/// <returns></returns>
protected virtual UniTask PostActivateInternal()
{
return UniTask.CompletedTask;
}
public async UniTask PreUnload()
{
InteractManager.RemoveUIRaycaster(_raycaster);
await PreUnloadInternal();
}
/// <summary>
/// Called before the level is destroyed. Override for cleanup, etc.
/// </summary>
/// <returns></returns>
protected virtual UniTask PreUnloadInternal()
{
return UniTask.CompletedTask;
}
}
}