Files
YooAsset/Assets/YooAsset/Samples~/Space Shooter/GameScript/Runtime/GameLogic/GameManager.cs
2023-03-11 00:45:58 +08:00

64 lines
1.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniFramework.Event;
using UniFramework.Machine;
using UniFramework.Singleton;
public class GameManager : SingletonInstance<GameManager>, ISingleton
{
private bool _isRun = false;
private EventGroup _eventGroup = new EventGroup();
private StateMachine _machine;
void ISingleton.OnCreate(object createParam)
{
}
void ISingleton.OnDestroy()
{
_eventGroup.RemoveAllListener();
}
void ISingleton.OnUpdate()
{
if (_machine != null)
_machine.Update();
}
public void Run()
{
if (_isRun == false)
{
_isRun = true;
// 注册监听事件
_eventGroup.AddListener<SceneEventDefine.ChangeToHomeScene>(OnHandleEventMessage);
_eventGroup.AddListener<SceneEventDefine.ChangeToBattleScene>(OnHandleEventMessage);
Debug.Log("开启游戏流程...");
_machine = new StateMachine(this);
_machine.AddNode<FsmInitGame>();
_machine.AddNode<FsmSceneHome>();
_machine.AddNode<FsmSceneBattle>();
_machine.Run<FsmInitGame>();
}
else
{
Debug.LogWarning("补丁更新已经正在进行中!");
}
}
/// <summary>
/// 接收事件
/// </summary>
private void OnHandleEventMessage(IEventMessage message)
{
if(message is SceneEventDefine.ChangeToHomeScene)
{
_machine.ChangeState<FsmSceneHome>();
}
else if(message is SceneEventDefine.ChangeToBattleScene)
{
_machine.ChangeState<FsmSceneBattle>();
}
}
}