HeavenStudio/Assets/Scripts/GlobalGameManager.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using DG.Tweening;
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namespace RhythmHeavenMania
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{
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public class GlobalGameManager : MonoBehaviour
{
public static GlobalGameManager instance { get; set; }
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public static int loadedScene;
public int lastLoadedScene;
public static float fadeDuration;
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public GameObject loadScenePrefab;
public GameObject hourGlass;
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public static string levelLocation;
public static bool officialLevel;
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public enum Scenes : int
{
SplashScreen = 0,
Menu = 1,
Editor = 2,
Game = 3
}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void Init()
{
BasicCheck();
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loadedScene = 0;
fadeDuration = 0;
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/*GameObject ui = new GameObject();
ui.AddComponent<SpriteRenderer>().sprite = Resources.Load<Sprite>("tempBuildUI");
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ui.GetComponent<SpriteRenderer>().sortingOrder = 1000;
ui.layer = 5;
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ui.name = "tempBuildUI";*/
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}
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public void Awake()
{
Init();
DontDestroyOnLoad(this.gameObject);
instance = this;
Starpelly.OS.Windows.ChangeWindowTitle($"Rhythm Heaven Mania DEMO");
}
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public static GameObject CreateFade()
{
GameObject fade = new GameObject();
DontDestroyOnLoad(fade);
fade.transform.localScale = new Vector3(4000, 4000);
SpriteRenderer sr = fade.AddComponent<SpriteRenderer>();
sr.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
sr.sortingOrder = 20000;
fade.layer = 5;
return fade;
}
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public static void BasicCheck()
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{
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if (FindGGM() == null)
{
GameObject GlobalGameManager = new GameObject("GlobalGameManager");
GlobalGameManager.name = "GlobalGameManager";
GlobalGameManager.AddComponent<GlobalGameManager>();
}
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}
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public static GameObject FindGGM()
{
if (GameObject.Find("GlobalGameManager") != null)
return GameObject.Find("GlobalGameManager");
else
return null;
}
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public static void LoadScene(int sceneIndex, float duration = 0.35f)
{
print("bruh");
BasicCheck();
loadedScene = sceneIndex;
fadeDuration = duration;
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// DOTween.Clear(true);
// SceneManager.LoadScene(sceneIndex);
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GameObject fade = CreateFade();
fade.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 0);
fade.GetComponent<SpriteRenderer>().DOColor(Color.black, fadeDuration).OnComplete(() => { SceneManager.LoadScene(loadedScene); fade.GetComponent<SpriteRenderer>().DOColor(new Color(0, 0, 0, 0), fadeDuration).OnComplete(() => { Destroy(fade); }); });
}
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}
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}