mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 15:57:59 +01:00
334 lines
7.7 KiB
C#
334 lines
7.7 KiB
C#
using Fie.UI;
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using GameDataEditor;
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using TMPro;
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using UnityEngine;
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namespace Fie.Manager
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{
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[FieManagerExists(FieManagerExistSceneFlag.NEVER_DESTROY)]
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public sealed class FieEnvironmentManager : FieManagerBehaviour<FieEnvironmentManager>
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{
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public enum Language
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{
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None = -1,
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English,
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Japanese,
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French,
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LANGUAGE_MAX
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}
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public enum QualitySettings
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{
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None = -1,
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Fast_and_Cheap,
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Good,
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Beautiful,
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Fantastic,
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Ultimate,
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QUALITY_SETTINGS_MAX
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}
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public enum Difficulty
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{
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DIFFICULTY_NONE = -1,
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EASY,
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NORMAL,
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HARD,
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VERY_HARD,
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NIGHTMARE,
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CHAOS,
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DIFFICULTY_MAX
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}
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public enum GameMode
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{
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ADVENTURE,
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SURVIVAL,
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GAME_MODE_MAX
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}
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public delegate void FieEnviromentChangedCallback();
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public const string FIE_VERSION_STRING = "v_1_0_211_Prototype(In-House Build)";
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public const string FIE_APP_ID = "7cae3868-8823-43e8-9729-588152a87571";
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public const string FIE_MASTER_DATA_FILE_NAME = "MasterData/fie_master_data";
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private const string DIFFICULTY_SETTING_USERPREF_KEY = "DIFFICULTY";
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private const string LANGUAGE_SETTING_USERPREF_KEY = "LANGUAGE";
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public const int DEFAULT_FRAME_RATE = 60;
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public GameMode currentGameMode;
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private GDEDifficultyListData _currentDifficultyData;
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public Language currentLanguage
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{
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get;
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private set;
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}
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public TMP_FontAsset englishFont
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{
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get;
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private set;
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}
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public TMP_FontAsset currentFont
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{
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get;
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private set;
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}
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public float currentFontSizeRate
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{
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get;
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private set;
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}
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public int currentFrameRate
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{
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get;
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private set;
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}
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public Difficulty currentDifficulty
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{
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get;
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private set;
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}
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public GDEDifficultyListData currentDifficultyData => _currentDifficultyData;
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public float currentEnemyDamageMagnify
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{
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get
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{
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if (currentDifficultyData != null)
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{
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return currentDifficultyData.enemyDamageMagnify;
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}
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return 1f;
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}
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}
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public float currentStaggerRegistMagnify
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{
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get
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{
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if (currentDifficultyData != null)
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{
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return currentDifficultyData.enemyStaggerRegsitMagnify;
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}
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return 1f;
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}
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}
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public float currentEnemyHealthMagnify
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{
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get
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{
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if (currentDifficultyData != null)
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{
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return currentDifficultyData.enemyHealthMagnify;
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}
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return 1f;
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}
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}
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public float currentPlayerRegenDelayMagnify
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{
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get
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{
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if (currentDifficultyData != null)
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{
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return currentDifficultyData.playerRegenDelayMagnify;
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}
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return 1f;
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}
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}
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public float currentFriendshipPointMagnify
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{
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get
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{
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if (currentDifficultyData != null)
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{
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return currentDifficultyData.friendshipPointMagnify;
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}
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return 1f;
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}
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}
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public float currentExpMagnify
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{
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get
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{
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if (currentDifficultyData != null)
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{
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return currentDifficultyData.expMagnify;
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}
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return 1f;
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}
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}
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public event FieEnviromentChangedCallback DifficultyChangedEvent;
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protected override void StartUpEntity()
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{
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GDEDataManager.Init("MasterData/fie_master_data");
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InitializePrefs();
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InitializeFont();
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if (UnityEngine.QualitySettings.GetQualityLevel() == 0)
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{
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FieManagerBehaviour<FieEnvironmentManager>.I.CalibrateTimeEnviroment(1f, 30);
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}
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else
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{
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FieManagerBehaviour<FieEnvironmentManager>.I.CalibrateTimeEnviroment();
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}
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}
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private void InitializePrefs()
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{
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currentLanguage = (Language)FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData.LanguageCode;
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currentDifficulty = Difficulty.NORMAL;
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currentGameMode = GameMode.ADVENTURE;
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_currentDifficultyData = FieMasterData<GDEDifficultyListData>.I.GetMasterData(GetDifficultyItemKeyName(currentDifficulty));
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SetLanguageSetting(currentLanguage, reloadAllTextUI: false);
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}
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private void InitializeFont()
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{
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GDEConstantTextListData masterData = FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_FONT);
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GDEConstantTextListData masterData2 = FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_FONT_SIZE_RATE);
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if (masterData == null || masterData2 == null)
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{
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Debug.LogError("Faild to load font parameters.");
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}
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else
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{
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englishFont = Resources.Load<TMP_FontAsset>(masterData.English);
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if (englishFont == null)
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{
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Debug.LogError("Faild to load an english font data.");
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}
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ReloadCurrentFont();
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}
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}
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private void ReloadCurrentFont()
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{
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GDEConstantTextListData masterData = FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_FONT);
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GDEConstantTextListData masterData2 = FieMasterData<GDEConstantTextListData>.I.GetMasterData(GDEItemKeys.ConstantTextList_FONT_SIZE_RATE);
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if (masterData == null || masterData2 == null)
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{
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Debug.LogError("Faild to load font parameters.");
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}
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else
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{
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switch (currentLanguage)
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{
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case Language.English:
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currentFont = englishFont;
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currentFontSizeRate = float.Parse(masterData2.English);
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break;
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case Language.Japanese:
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currentFont = Resources.Load<TMP_FontAsset>(masterData.Japanese);
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currentFontSizeRate = float.Parse(masterData2.Japanese);
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break;
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case Language.French:
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currentFont = Resources.Load<TMP_FontAsset>(masterData.French);
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currentFontSizeRate = float.Parse(masterData2.French);
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break;
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}
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if (currentFont == null)
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{
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Debug.LogError("Faild to load a current language font data. Language :" + currentLanguage.ToString());
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}
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}
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}
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public void CalibrateTimeEnviroment(float timeScale = 1f, int targetFrameRate = 60)
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{
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Time.timeScale = timeScale;
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Application.targetFrameRate = targetFrameRate;
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Time.fixedDeltaTime = Time.timeScale / (float)Application.targetFrameRate;
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currentFrameRate = targetFrameRate;
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}
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public void SetLanguageSetting(Language targetLanguage, bool reloadAllTextUI = true)
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{
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if (targetLanguage != currentLanguage)
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{
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FieManagerBehaviour<FieSaveManager>.I.onMemorySaveData.LanguageCode = (int)targetLanguage;
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currentLanguage = targetLanguage;
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ReloadCurrentFont();
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if (reloadAllTextUI)
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{
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ReloadAllTextUI(currentLanguage);
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}
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}
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}
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public void SetDifficulty(Difficulty targetDifficulty)
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{
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if (targetDifficulty != currentDifficulty)
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{
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currentDifficulty = targetDifficulty;
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_currentDifficultyData = FieMasterData<GDEDifficultyListData>.I.GetMasterData(GetDifficultyItemKeyName(currentDifficulty));
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if (this.DifficultyChangedEvent != null)
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{
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this.DifficultyChangedEvent();
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}
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}
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}
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public GDEDifficultyListData GetDifficultyData(Difficulty difficulty)
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{
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return FieMasterData<GDEDifficultyListData>.I.GetMasterData(GetDifficultyItemKeyName(difficulty));
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}
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private string GetDifficultyItemKeyName(Difficulty difficulty)
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{
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switch (difficulty)
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{
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case Difficulty.EASY:
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return GDEItemKeys.DifficultyList_EASY;
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case Difficulty.NORMAL:
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return GDEItemKeys.DifficultyList_NORMAL;
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case Difficulty.HARD:
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return GDEItemKeys.DifficultyList_HARD;
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case Difficulty.VERY_HARD:
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return GDEItemKeys.DifficultyList_VERY_HARD;
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case Difficulty.NIGHTMARE:
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return GDEItemKeys.DifficultyList_NIGHTMARE;
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case Difficulty.CHAOS:
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return GDEItemKeys.DifficultyList_CHAOS;
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default:
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return GDEItemKeys.DifficultyList_NORMAL;
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}
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}
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public void ReloadAllTextUI(Language targetLanguage)
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{
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FieUILocalizedTextObjectBase[] array = UnityEngine.Object.FindObjectsOfType<FieUILocalizedTextObjectBase>();
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if (array.Length > 0)
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{
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FieUILocalizedTextObjectBase[] array2 = array;
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foreach (FieUILocalizedTextObjectBase fieUILocalizedTextObjectBase in array2)
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{
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fieUILocalizedTextObjectBase.InitializeText();
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}
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}
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}
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public string getVersionString()
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{
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return "v_1_0_211_Prototype(In-House Build)";
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}
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}
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}
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