Turn all Singletons into GameObjects
This commit is contained in:
parent
22830ee4be
commit
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24 changed files with 119 additions and 98 deletions
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@ -10,8 +10,6 @@ GameObject:
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m_Component:
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- component: {fileID: 158905820630581587}
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- component: {fileID: 158905820630581586}
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- component: {fileID: 158905820630581596}
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- component: {fileID: 6316647355651322741}
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m_Layer: 0
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m_Name: GameManager
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m_TagString: Untagged
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@ -47,31 +45,3 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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preStageUiPrefab: {fileID: 4994633962466276707, guid: 1f5ebc13237e070449ea8bc9e8b07ac8,
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type: 3}
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--- !u!114 &158905820630581596
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 158905820630581597}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 308dfc6b26c3b422faf1717231fc888b, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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boardHolder: {fileID: 0}
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startPosition: {fileID: 0}
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indestructibleWallPrefab: {fileID: 5996206011854593075, guid: 84b92ac1e96d940bda97d1b1125887d7,
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type: 3}
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--- !u!114 &6316647355651322741
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 158905820630581597}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: e64481d2e18e4b6ca4f22926a5061450, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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@ -272,13 +272,11 @@ PrefabInstance:
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propertyPath: m_LocalEulerAnglesHint.z
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value: 0
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objectReference: {fileID: 0}
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- target: {fileID: 158905820630581596, guid: fdaa7451ab31b477b930076bbc888bab,
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- target: {fileID: 0}
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propertyPath: boardHolder
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value:
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objectReference: {fileID: 585332173}
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- target: {fileID: 158905820630581596, guid: fdaa7451ab31b477b930076bbc888bab,
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type: 3}
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- target: {fileID: 0}
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propertyPath: startPosition
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value:
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objectReference: {fileID: 185746015}
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@ -8,7 +8,7 @@ namespace src.Ammo
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{
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public class BombCameraShake : GameplayComponent
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{
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private readonly BombsUtilManager _bombsUtilManager = BombsUtilManager.Instance;
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private BombsUtilManager _bombsUtilManager;
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public float amplitudeGain = 3f;
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public float frequencyGain = 3f;
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@ -18,6 +18,7 @@ namespace src.Ammo
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// Start is called before the first frame update
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private void Start()
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{
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_bombsUtilManager = BombsUtilManager.instance;
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_virtualCamera = GetComponent<CinemachineVirtualCamera>();
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_noiseMachine = _virtualCamera.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
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}
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@ -11,7 +11,7 @@ namespace src.Ammo
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public GameObject explosionPrefab;
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private BombCameraShake _cameraShake;
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private readonly BombsUtilManager _bombsUtil = BombsUtilManager.Instance;
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private readonly BombsUtilManager _bombsUtil = BombsUtilManager.instance;
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private bool _exploded;
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// Start is called before the first frame update
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@ -1,4 +1,5 @@
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using src.Base;
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using System;
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using src.Base;
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using src.Managers;
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using UnityEngine;
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@ -8,12 +9,18 @@ namespace src.Ammo
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{
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public GameObject bombPrefab;
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private readonly BombsUtilManager _bombsUtil = BombsUtilManager.Instance;
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private BombsUtilManager _bombsUtil;
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public void PlaceBomb(Transform transform)
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public void Start()
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{
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var absX = Mathf.RoundToInt(transform.position.x);
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var absY = Mathf.RoundToInt(transform.position.y);
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_bombsUtil = BombsUtilManager.instance;
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}
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public void PlaceBomb(Transform location)
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{
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var position1 = location.position;
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var absX = Mathf.RoundToInt(position1.x);
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var absY = Mathf.RoundToInt(position1.y);
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var position = new Vector2(absX, absY);
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if (_bombsUtil.CanPlaceBomb(position))
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{
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@ -5,7 +5,7 @@ namespace src.Ammo
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{
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public class Explosion : GameplayComponent
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{
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private readonly BombsUtilManager _bombUtil = BombsUtilManager.Instance;
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private readonly BombsUtilManager _bombUtil = BombsUtilManager.instance;
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public void Start()
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{
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@ -6,10 +6,10 @@ using UnityEngine;
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namespace src.Base
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{
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public abstract class EnemyBase : MonoBehaviour, IExplosable
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public abstract class EnemyBase : GameplayComponent, IExplosable
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{
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private readonly Vector2[] _directions = {Vector3.up, Vector3.down, Vector3.left, Vector3.right};
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private readonly GameStateManager _gameStateManager = GameStateManager.Instance;
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private readonly GameStateManager _gameStateManager = GameStateManager.instance;
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protected Rigidbody2D Rigidbody2d { get; set; }
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private Collider2D Collider2D { get; set; }
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@ -6,13 +6,13 @@ namespace src.Base
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{
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public class UpgradeBase : GameplayComponent, IUpgrade
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{
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protected GameManager GameManager;
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protected GameManager gameManager;
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private UpgradeManager _upgradeManager;
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public void Start()
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{
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GameManager = GameManager.Instance;
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_upgradeManager = UpgradeManager.Instance;
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gameManager = GameManager.instance;
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_upgradeManager = UpgradeManager.instance;
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}
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public virtual void PerformUpgrade()
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@ -5,7 +5,7 @@ namespace src.Helpers
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{
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public static class ApplicationActions
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{
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private static GameStateManager _gameStateManager = GameStateManager.Instance;
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private static GameStateManager _gameStateManager = GameStateManager.instance;
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public static void QuitGame()
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{
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@ -4,6 +4,10 @@ namespace src.Helpers
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{
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public static class PrefabAtlas
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{
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/* UI */
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public static readonly GameObject PreStageUi =
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Resources.Load<GameObject>("UI/PreStageUI");
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/* Snow Walls */
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public static readonly GameObject DestructibleHighSnow =
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Resources.Load<GameObject>("Walls/destructible_high_snow");
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@ -34,10 +34,10 @@ namespace src.Level
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}
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/* Used to group spawned objects */
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public Transform boardHolder;
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private Transform _boardHolder;
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/* Holds the starting position of the player */
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public Transform startPosition;
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private Transform _startPosition;
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/* Holds references to prefabs for the specified level. */
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private GameObject _indestructibleWallPrefab;
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@ -61,7 +61,14 @@ namespace src.Level
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private List<GameObject> _enemies;
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/* Singletons */
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private GameStateManager _gameStateManager = GameStateManager.Instance;
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private GameStateManager _gameStateManager;
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public void Awake()
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{
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_startPosition = GameObject.Find("RespawnPosition").GetComponent<Transform>();
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_boardHolder = GameObject.Find("Grid").GetComponent<Transform>();
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_gameStateManager = GameStateManager.instance;
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}
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public void SetLevelData(LevelData levelData)
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{
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@ -115,9 +122,9 @@ namespace src.Level
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}
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/* We want to iterate over the X axis taking into consideration the startPosition's offset */
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for (var x = startPosition.position.x; x < Columns; x++)
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for (var x = _startPosition.position.x; x < Columns; x++)
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{
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for (var y = startPosition.position.y; y > Rows * -1; y--)
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for (var y = _startPosition.position.y; y > Rows * -1; y--)
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{
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/* We want the following positions to be a safe zone. */
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/* Don't place anything on starting position */
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@ -182,7 +189,7 @@ namespace src.Level
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var randomWall = _destructibleWallPrefabs.ChoseRandom();
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var instance = Instantiate(randomWall, position, Quaternion.identity);
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_destructibleWalls.Add(instance);
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instance.transform.SetParent(boardHolder);
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instance.transform.SetParent(_boardHolder);
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}
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private bool PlaceIndestructibleTile(float x, float y)
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@ -198,7 +205,7 @@ namespace src.Level
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var instance =
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Instantiate(_indestructibleWallPrefab, new Vector3(x, y, 0f), Quaternion.identity);
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instance.transform.SetParent(boardHolder);
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instance.transform.SetParent(_boardHolder);
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return true;
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}
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@ -223,7 +230,7 @@ namespace src.Level
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DebugHelper.LogVerbose($"PlaceEnemy: x:{position.x} y:{position.y}");
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var randomEnemy = _enemiesPrefab.ChoseRandom();
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var instance = Instantiate(randomEnemy, position, Quaternion.identity);
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instance.transform.SetParent(boardHolder);
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instance.transform.SetParent(_boardHolder);
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_enemies.Add(instance);
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}
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@ -1,9 +1,10 @@
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using System.Collections.Generic;
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using src.Base;
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using UnityEngine;
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namespace src.Managers
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{
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public sealed class BombsUtilManager
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public sealed class BombsUtilManager : GameplayComponent
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{
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private readonly HashSet<Vector3> _usedPosition = new HashSet<Vector3>();
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@ -20,12 +21,20 @@ namespace src.Managers
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public float ExplosionDuration { get; } = 0.55f;
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private BombsUtilManager()
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public static BombsUtilManager instance;
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public void Awake()
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{
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if (instance == null)
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{
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instance = this;
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}
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else if (instance != null)
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{
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Destroy(gameObject);
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}
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}
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public static BombsUtilManager Instance { get; } = new BombsUtilManager();
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public void IncreasePower()
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{
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if (Power <= MaxPower)
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@ -1,5 +1,4 @@
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using System.Collections;
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using src.Ammo;
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using src.Helpers;
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using src.Level;
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using src.Level.src.Level;
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@ -10,23 +9,22 @@ namespace src.Managers
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{
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance;
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public static GameManager instance;
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// Inner Components
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private PlayerController _playerController;
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private GameStateManager _gameStateManager;
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private LevelManager _levelManager;
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private UpgradeManager _upgradeManager;
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private BombsUtilManager _bombsUtilManager;
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// External Components
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public GameObject preStageUiPrefab;
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private PlayerController _playerController;
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private readonly GameStateManager _gameStateManager = GameStateManager.Instance;
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public void Awake()
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{
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if (Instance == null)
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if (instance == null)
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{
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Instance = this;
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instance = this;
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}
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else if (Instance != null)
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else if (instance != null)
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{
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Destroy(gameObject);
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}
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@ -34,10 +32,12 @@ namespace src.Managers
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/* Don't destroy when reloading the scene */
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DontDestroyOnLoad(gameObject);
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// Load inner components
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_levelManager = GetComponent<LevelManager>();
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_upgradeManager = GetComponent<UpgradeManager>();
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_bombsUtilManager = BombsUtilManager.Instance;
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// Load singletons
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_bombsUtilManager = gameObject.AddComponent<BombsUtilManager>();
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_gameStateManager = gameObject.AddComponent<GameStateManager>();
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_levelManager = gameObject.AddComponent<LevelManager>();
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_upgradeManager = gameObject.AddComponent<UpgradeManager>();
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gameObject.AddComponent<PlayerUpgrade>();
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// Load external components
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_playerController = GameObject.Find("Player").GetComponent<PlayerController>();
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private IEnumerator PreInitGame()
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{
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var preStageUi = Instantiate(preStageUiPrefab); // Will destroy itself.
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var preStageUi = Instantiate(PrefabAtlas.PreStageUi); // Will destroy itself.
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preStageUi.SetActive(true);
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yield return new WaitForSeconds(1f);
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Destroy(preStageUi);
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@ -1,12 +1,26 @@
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using src.Base;
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using UnityEngine;
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namespace src.Managers
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{
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public class GameStateManager
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public class GameStateManager : GameplayComponent
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{
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public static GameStateManager Instance { get; } = new GameStateManager();
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public static GameStateManager instance;
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public bool IsGamePaused { get; internal set; }
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public bool IsPlayerMovementForbidden { get; internal set; }
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public int Level { get; private set; } = 1;
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public void Awake()
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{
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if (instance == null)
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{
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instance = this;
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}
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else if (instance != null)
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{
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Destroy(gameObject);
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}
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}
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public void IncreaseLevel()
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{
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{
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public class UpgradeManager : GameplayComponent, IDynamicLevelData
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{
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public static UpgradeManager Instance;
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public static UpgradeManager instance;
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private List<GameObject> _unclaimedUpgrades = new List<GameObject>();
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private GameObject[] _upgradePrefabs;
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private void Awake()
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{
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if (Instance == null)
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if (instance == null)
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{
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Instance = this;
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instance = this;
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}
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else if (Instance != null)
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else if (instance != null)
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{
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Destroy(gameObject);
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}
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@ -8,7 +8,7 @@ namespace src.Player
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{
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public class PlayerController : GameplayComponent, IExplosable
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{
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private readonly GameStateManager _gameStateManager = GameStateManager.Instance;
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private GameStateManager _gameStateManager;
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private Rigidbody2D _rigidbody2d;
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private Collider2D _collider2D;
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private Transform _respawnPosition;
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private bool _isDead;
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protected void Start()
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{
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{
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_gameStateManager = GameStateManager.instance;
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_playerUpgrade = PlayerUpgrade.instance;
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_rigidbody2d = GetComponent<Rigidbody2D>();
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_collider2D = GetComponent<Collider2D>();
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_animator = GetComponentInChildren<Animator>();
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_respawnPosition = GameObject.Find("RespawnPosition").transform;
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_bombsSpawner = GameObject.Find("BombSpawner").GetComponent<BombsSpawner>();
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_playerUpgrade = PlayerUpgrade.Instance;
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movementSpeed = _playerUpgrade.GetMovementSpeed();
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_playerUpgrade.PlayerSpeed += OnSpeedUpgrade;
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@ -1,16 +1,25 @@
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using src.Base;
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namespace src.Player
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{
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public class PlayerUpgrade
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public class PlayerUpgrade : GameplayComponent
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{
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public delegate void IncreaseSpeedDelegate(float speed);
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public static PlayerUpgrade Instance = new PlayerUpgrade();
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public static PlayerUpgrade instance;
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public event IncreaseSpeedDelegate PlayerSpeed;
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public const float MaxPlayerSpeed = 8f;
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private float _movementSpeed = 4f;
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private PlayerUpgrade()
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public void Awake()
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{
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if (instance == null)
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{
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instance = this;
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}
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else if (instance != null)
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{
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Destroy(gameObject);
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}
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}
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public float GetMovementSpeed()
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@ -25,7 +34,7 @@ namespace src.Player
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return;
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}
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_movementSpeed += speed;
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PlayerSpeed.Invoke(speed);
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PlayerSpeed?.Invoke(speed);
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}
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}
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}
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@ -7,7 +7,7 @@ namespace src.UI
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{
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public class PreStageUiScript : GameplayComponent
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{
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private readonly GameStateManager _gameStateManager = GameStateManager.Instance;
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private readonly GameStateManager _gameStateManager = GameStateManager.instance;
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private Text _stageText;
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public void Start()
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@ -6,7 +6,7 @@ namespace src.Upgrade
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{
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public override void PerformUpgrade()
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{
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var bombManager = GameManager.GetBombsUtilManager();
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var bombManager = gameManager.GetBombsUtilManager();
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bombManager.IncreasePower();
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}
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}
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@ -6,7 +6,7 @@ namespace src.Upgrade
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{
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public override void PerformUpgrade()
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{
|
||||
var bombManager = GameManager.GetBombsUtilManager();
|
||||
var bombManager = gameManager.GetBombsUtilManager();
|
||||
bombManager.IncreaseAllowedBombs();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@ namespace src.Upgrade
|
|||
{
|
||||
public override void PerformUpgrade()
|
||||
{
|
||||
var bombManager = GameManager.GetBombsUtilManager();
|
||||
var bombManager = gameManager.GetBombsUtilManager();
|
||||
bombManager.IncreaseAllowedBombs();
|
||||
bombManager.IncreasePower();
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@ namespace src.Upgrade
|
|||
{
|
||||
public override void PerformUpgrade()
|
||||
{
|
||||
var player = PlayerUpgrade.Instance;
|
||||
var player = PlayerUpgrade.instance;
|
||||
player.IncreaseSpeed(.5f);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,7 +18,7 @@ namespace src.Wall
|
|||
|
||||
private void Start()
|
||||
{
|
||||
_upgradeManager = GameManager.Instance.GetUpgradeManager();
|
||||
_upgradeManager = GameManager.instance.GetUpgradeManager();
|
||||
_animator = GetComponentInChildren<Animator>();
|
||||
// _animator.speed = 0;
|
||||
}
|
||||
|
|
|
@ -12,7 +12,7 @@ namespace src.Wall
|
|||
|
||||
private void Start()
|
||||
{
|
||||
_gameManager = GameManager.Instance;
|
||||
_gameManager = GameManager.instance;
|
||||
_collider2D = GetComponent<Collider2D>();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue