pinball/assets/_Game/Scripts/Manager/GameManager.ts

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import { _decorator, Component, Node, Prefab, Vec2, Vec3, randomRangeInt, CCInteger, AudioClip } from 'cc';
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import ObjectPool from '../Pool/ObjectPool';
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import { Ball } from '../GamePlay/Ball';
import Utilities from '../Utilities';
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import GameState from '../Enum/GameState';
import { EventManger } from './EventManger';
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import GameEvent from '../Events/GameEvent';
import ScoreType from '../Enum/ScoreType';
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import { FloatingText } from '../Environments/FloatingText';
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import { SoundManager } from './SoundManager';
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import TimeConfig from '../Enum/TimeConfig';
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const { ccclass, property } = _decorator;
@ccclass('GameManager')
export class GameManager extends Component {
//singleton
private static _instance: GameManager = null;
public static get instance(): GameManager {
return GameManager._instance;
}
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@property({ type: Prefab, visible: true })
private _ballPrefab: Prefab;
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@property({ type: Prefab, visible: true })
private _floatingScoreText: Prefab;
@property({ type: Node, visible: true })
private _floatingTextContainer: Node;
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@property({ visible: true })
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private _ballSpawnPosition: Vec3;
@property({ type: CCInteger, visible: true })
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private readonly _timePlay = 3;
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@property({ type: AudioClip, visible: true })
private _startSound: AudioClip;
@property({ type: AudioClip, visible: true })
private _backgroundMusic: AudioClip;
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private _ballPool: ObjectPool;
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private _FloatingScorePool: ObjectPool;
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private _gameState: GameState;
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private _timer: number;
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private _score = 0;
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private _isMultiBall = false;
private _currentBallInGame = 0;
public get score() {
return this._score;
}
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protected onLoad(): void {
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GameManager._instance = this;
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this._ballPool = new ObjectPool(this._ballPrefab, 10, true, Ball);
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this._FloatingScorePool = new ObjectPool(this._floatingScoreText, 10, true);
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}
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protected start(): void {
this.changeGameState(GameState.Init);
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}
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protected update(dt: number): void {
if (this._gameState != GameState.Playing) return;
this._timer -= dt;
if (this._timer <= 0) {
this._timer = 0;
this.gameOver();
}
EventManger.instance.emit(GameEvent.TimeUpdate, this._timer);
}
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private changeGameState(state: GameState) {
this._gameState = state;
EventManger.instance.emit(GameEvent.GameStateChange, this._gameState);
}
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private addScore(score: number, type: ScoreType, position: Vec3) {
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this._score += score;
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const floatingScore = this._FloatingScorePool.get(this._floatingTextContainer, FloatingText);
floatingScore.show(`+${score}`, position, score >= 100 ? 1.5 : 1, score >= 100 ? 1 : 0.7);
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EventManger.instance.emit(GameEvent.Score, [this._score, type]);
}
private setCurrentBallInGame(value: number) {
this._currentBallInGame += value;
if (this._currentBallInGame >= 2) {
if (!this._isMultiBall) {
this._isMultiBall = true;
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EventManger.instance.emit(GameEvent.MultiBall, true);
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}
}
if (this._currentBallInGame <= 0) {
if (this._isMultiBall) {
this._isMultiBall = false;
EventManger.instance.emit(GameEvent.MultiBall, false);
}
}
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}
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public spawnBall(throwBall: boolean): Ball {
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if (this._gameState != GameState.Playing) return;
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SoundManager.instance.playSfx(this._startSound);
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this.setCurrentBallInGame(1);
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const ball = this._ballPool.get(this.node, Ball);
ball.node.setPosition(this._ballSpawnPosition);
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if (!throwBall) return ball;
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let dir = randomRangeInt(-1, 2);
while (dir == 0) {
dir = randomRangeInt(-1, 2);
}
const force = new Vec2(dir, 1);
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ball.throwBall(force.multiply2f(1, 40));
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return ball;
}
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public async ballOut() {
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this.setCurrentBallInGame(-1);
if (this._currentBallInGame <= 0) {
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EventManger.instance.emit(GameEvent.BallOut, null);
await Utilities.delay(TimeConfig.DelayPLay);
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this.spawnBall(true);
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}
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}
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public async goal(bonusScore: number, position: Vec3) {
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this.addScore(this._isMultiBall ? bonusScore * 2 : bonusScore, ScoreType.Goal, position);
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this.setCurrentBallInGame(-1);
if (this._currentBallInGame <= 0) {
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await Utilities.delay(TimeConfig.DelayGoal);
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this.spawnBall(true);
}
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}
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public async destroyEnvironmentObject(bonusScore: number, position: Vec3, bonusTime?: number) {
if (bonusScore) {
this.addScore(bonusScore, ScoreType.DestroyObject, position);
await Utilities.delay(0.3);
}
if (bonusTime) {
this.addTime(bonusTime);
const floatingScore = this._FloatingScorePool.get(this._floatingTextContainer, FloatingText);
floatingScore.show(`+${bonusTime}`, position, 0.7);
}
}
public addTime(time: number) {
this._timer += time;
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}
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private gameOver() {
this._ballPool.releaseAll();
this.changeGameState(GameState.GameOver);
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}
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public async play() {
this._timer = this._timePlay + TimeConfig.DelayPLay;
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this._score = 0;
this._currentBallInGame = 0;
this._isMultiBall = false;
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SoundManager.instance.playBGM(this._backgroundMusic, 0.5);
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this.changeGameState(GameState.Playing);
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await Utilities.delay(TimeConfig.DelayPLay);
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this.spawnBall(true);
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}
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public onRevive() {
throw new Error('Method not implemented.');
}
}