EASY Manoeuvre FPS使用 (十二)GameManager脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

//这里加入了命名空间
namespace Manoeuvre
{
    public class GameManager : MonoBehaviour
    {
        //是否在玩
        public bool isPlaying = true;
        public Texture2D cursorTexture;

        public bool isLock = true;

        public static GameManager _instance;
        //胜利UI
        public GameObject WinUI;
        public List<uzAI.uzAIZombieStateManager> BossList;
        //干扰源数组
        public List<Manoeuvre.DestructibleProps> interferenceSource;

        public AudioSource BackGroundMusie;
        //为了这一句加入了命名空间
        ManoeuvreFPSController fPSController;

        //星星数组
        public GameObject[] stars;



        //任务数
        public int missionFinish;

        //杀敌数
        public Text winKill;
        public int kill;
        public Text SceneKill;

        //金币
        public Text winGold;
        public int gold;
        public Text SceneGold;

        //是否结束
        public bool GameOver;
        //当场星星数
        private int starsNum = 0;
        //总关卡
        private int totalNum = 9;
        //帮助菜单
        public GameObject HelpPanel;

        public bool isSafe = false;

        private void Awake()
        {
            _instance = this;
            kill = 0;
            gold = 0;
            //Cursor.visible = false;
        }
        // Start is called before the first frame update
        void Start()
        {
            Time.timeScale = 1;
            //Cursor.visible = false;
            //本关获得星星数赋值
            //starsNum = PlayerPrefs.GetInt(PlayerPrefs.GetString("nowLevel"));
            print("starsNum"+starsNum);
            fPSController = ManoeuvreFPSController.Instance;
        }

        // Update is called once per frame
        void Update()
        {
            if (!isPlaying)
                return;
            //鼠标显示
            MouseCursor();
            //清除目标
            ClearTarget();
            //如果Boss集合里没有Boss就赢了
            if (BossList.Count == 0)
            {

                //Debug.Log("空了");
                StartCoroutine(Win());
            }

            Help();

            if (isSafe)
            {
                StartCoroutine(Win());
            }
        }

        public void Help()
        {
            if (Input.GetKeyDown(KeyCode.H))
            {
                HelpPanel.SetActive(true);
            }
            else if (Input.GetKeyUp(KeyCode.H))
            {
                HelpPanel.SetActive(false);
            }

        }

        //鼠标显示隐藏
        public void MouseCursor()
        {
            if (isLock)
            {
                //鼠标限定在 game Window
                Cursor.lockState = CursorLockMode.Confined;
                Cursor.lockState = CursorLockMode.Locked;
            }
            else
            {
                Cursor.lockState = CursorLockMode.None;
            }
            //设置鼠标样式
            //Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto);

            //按键控制鼠标是否显示
            if (Input.GetKeyDown(KeyCode.M))
            {
                print("按下了M");
                isLock = true;
                SaveUIController.Instance.isOpen = false;
            }
            if (Input.GetKeyDown(KeyCode.K))
            {
                print("按下了K");
                isLock = false;
                SaveUIController.Instance.isOpen = true;
            }

        }

        IEnumerator Win()
        {
            //disable controller
            fPSController.GetComponent<CharacterController>().enabled = false;

            yield return new WaitForSeconds(1f);
            ReadStars();
            

            //任务完成统计
            
            
            //显示胜利UI
            WinUI.SetActive(true);
            SaveUIController.Instance.isOpen = true;
            
            isLock = false;
            //disable controller
            fPSController.GetComponent<CharacterController>().enabled = false;

            Cursor.lockState = CursorLockMode.None;

            //显示星星
            ShowStars();
            //显示得分和金币
            winKill.text = kill.ToString();
            winGold.text = gold.ToString();
            //加钱
            AddGold();
            //停止音乐和显示鼠标
            BackGroundMusie.Stop();
            GameOver = true;




        }

        //增加整体金钱
        public void AddGold()
        {
            if (!GameOver)
            {

                PlayerPrefs.SetInt("InGameCurrency", PlayerPrefs.GetInt("InGameCurrency") + gold);
            }


        }

        //读取任务
        public void ReadStars()
        {
            //如果老大被消灭了
            if (BossList.Count == 0 && !GameOver)
            {
                //任务完成加一
                missionFinish++;
            }

            if (interferenceSource.Count == 0 && !GameOver)
            {
                missionFinish++;
            }
            

        }

        //删除以消灭的目标
        public void ClearTarget()
        {
            for (int i = 0; i < BossList.Count; i++)
            {
                
                if (BossList[i] == null)
                {                  
                    BossList.Remove(BossList[i]);

                    i--;
                }
            }

            for (int i = 0; i < interferenceSource.Count; i++)
            {

                if (interferenceSource[i] == null)
                {
                    interferenceSource.Remove(interferenceSource[i]);

                    i--;
                }
            }
        }

        //加分
        public void Add(int GoldBack)
        {
            kill++;
            print(GoldBack);
            gold += GoldBack;
            SceneKill.text = kill.ToString();
            SceneGold.text = gold.ToString();
        }


        public void Restart()
        {
            //重新加载当前场景
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
        }

        public void BackToMain()
        {
            SceneManager.LoadScene("Main Menu");

        }

        public void mission()
        {
            missionFinish++;
        }

        //显示星星
        public void ShowStars()
        {
            StartCoroutine(Show());
        }

        //携程显示星星
        IEnumerator Show()
        {

            print("starsNum"+starsNum);
            print("missionFinish"+ missionFinish);
            //计算完成的任务获得的星星
            for (; starsNum < missionFinish; starsNum++)
            {
                //防止星星越界
                if (starsNum >= stars.Length-1)
                {
                    break;
                }
                //print("  赢了");
                yield return new WaitForSeconds(0.01f);

                stars[starsNum].SetActive(true);
            }

            print(starsNum);
            SaveData();
            //停止游戏
            Time.timeScale = 0f;
        }

        //储存数据
        public void SaveData()
        {
            
            //如果要储存的星星比之前大的才储存下来
            if (starsNum >= PlayerPrefs.GetInt(PlayerPrefs.GetString("nowLevel")) || PlayerPrefs.GetInt(PlayerPrefs.GetString("nowLevel")) == null)
            {
                PlayerPrefs.SetInt(PlayerPrefs.GetString("nowLevel"), starsNum);

            }

            Sum();
        }

        public void Sum()
        {
            //星星总和
            int sum = 0;
            for (int i = 0; i < totalNum; i++)
            {

                sum += PlayerPrefs.GetInt(i.ToString());
            }

            PlayerPrefs.SetInt("totalNum", sum);
            print(sum);
            print(PlayerPrefs.GetInt("totalNum"));
            
        }
    }
}
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