4f08887078
First Contact: Live is now offbeat [alienSuccess] code block is a bit smaller Mission Control is now stretchable Tap Trial - Started working on coding the inputs - Animated monkey (tap, double, and triple (incomplete))
146 lines
4.8 KiB
C#
146 lines
4.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using DG.Tweening;
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namespace HeavenStudio
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{
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public class GlobalGameManager : MonoBehaviour
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{
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public static GlobalGameManager instance { get; set; }
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public static int loadedScene;
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public int lastLoadedScene;
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public static float fadeDuration;
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public GameObject loadScenePrefab;
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public GameObject hourGlass;
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public static string levelLocation;
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public static bool officialLevel;
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public static int CustomScreenWidth = 1280;
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public static int CustomScreenHeight = 720;
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public static readonly (int width, int height)[] DEFAULT_SCREEN_SIZES = new[] { (1280, 720), (1920, 1080), (2560, 1440), (3840, 2160)};
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public static readonly string[] DEFAULT_SCREEN_SIZES_STRING = new[] { "1280x720", "1920x1080", "2560x1440", "3840x2160", "Custom" };
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public static int ScreenSizeIndex = 0;
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public static float MasterVolume = 0.8f;
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public enum Scenes : int
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{
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SplashScreen = 0,
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Menu = 1,
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Editor = 2,
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Game = 3
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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public static void Init()
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{
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BasicCheck();
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loadedScene = 0;
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fadeDuration = 0;
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/*GameObject ui = new GameObject();
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ui.AddComponent<SpriteRenderer>().sprite = Resources.Load<Sprite>("tempBuildUI");
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ui.GetComponent<SpriteRenderer>().sortingOrder = 1000;
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ui.layer = 5;
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ui.name = "tempBuildUI";*/
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}
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public void Awake()
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{
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Init();
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DontDestroyOnLoad(this.gameObject);
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instance = this;
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Starpelly.OS.ChangeWindowTitle("Heaven Studio DEMO");
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}
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public static GameObject CreateFade()
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{
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GameObject fade = new GameObject();
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DontDestroyOnLoad(fade);
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fade.transform.localScale = new Vector3(4000, 4000);
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SpriteRenderer sr = fade.AddComponent<SpriteRenderer>();
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sr.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
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sr.sortingOrder = 20000;
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fade.layer = 5;
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return fade;
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}
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public static void BasicCheck()
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{
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if (FindGGM() == null)
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{
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GameObject GlobalGameManager = new GameObject("GlobalGameManager");
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GlobalGameManager.name = "GlobalGameManager";
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GlobalGameManager.AddComponent<GlobalGameManager>();
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}
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}
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public static GameObject FindGGM()
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{
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if (GameObject.Find("GlobalGameManager") != null)
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return GameObject.Find("GlobalGameManager");
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else
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return null;
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}
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public static void LoadScene(int sceneIndex, float duration = 0.35f)
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{
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print("bruh");
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BasicCheck();
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loadedScene = sceneIndex;
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fadeDuration = duration;
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// DOTween.Clear(true);
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// SceneManager.LoadScene(sceneIndex);
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GameObject fade = CreateFade();
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fade.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 0);
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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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public static void WindowFullScreen()
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{
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Debug.Log("WindowFullScreen");
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if (!Screen.fullScreen)
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{
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// Set the resolution to the display's current resolution
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Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
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Screen.fullScreen = true;
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}
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else
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{
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Screen.SetResolution(1280, 720, FullScreenMode.Windowed);
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Screen.fullScreen = false;
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}
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}
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public static void ChangeScreenSize()
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{
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FullScreenMode mode = Screen.fullScreenMode;
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if (ScreenSizeIndex == DEFAULT_SCREEN_SIZES_STRING.Length - 1)
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{
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Screen.SetResolution(CustomScreenWidth, CustomScreenHeight, mode);
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}
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else
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{
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Screen.SetResolution(DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width, DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height, mode);
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}
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}
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public static void ChangeMasterVolume(float value)
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{
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MasterVolume = value;
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AudioListener.volume = MasterVolume;
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}
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}
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}
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