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- using UnityEngine;
- /// <summary>
- /// Central game manager that controls game state, timer, score, and puck in play status.
- /// </summary>
- public class GameManager : MonoBehaviour
- {
- public static GameManager Instance { get; private set; }
- [Header("Game Settings")]
- [SerializeField] private float periodDuration = 1200f; // 20:00 in seconds
- [SerializeField] private int totalPeriods = 3;
- [Header("Game State")]
- private int homeScore = 0;
- private int awayScore = 0;
- private int currentPeriod = 1;
- private float timeRemaining = 1200f; // Start at 20:00
- private bool isPuckInPlay = false;
- private bool isGameRunning = false;
- public bool IsPuckInPlay => isPuckInPlay;
- public bool IsGameRunning => isGameRunning;
- public int HomeScore => homeScore;
- public int AwayScore => awayScore;
- public int CurrentPeriod => currentPeriod;
- public float TimeRemaining => timeRemaining;
- // Events for UI updates
- public delegate void ScoreChangedHandler(int homeScore, int awayScore);
- public event ScoreChangedHandler OnScoreChanged;
- public delegate void TimeChangedHandler(float timeRemaining);
- public event TimeChangedHandler OnTimeChanged;
- public delegate void PeriodChangedHandler(int period);
- public event PeriodChangedHandler OnPeriodChanged;
- public delegate void PuckInPlayChangedHandler(bool inPlay);
- public event PuckInPlayChangedHandler OnPuckInPlayChanged;
- void Awake()
- {
- // Singleton pattern
- if (Instance == null)
- {
- Instance = this;
- }
- else
- {
- Destroy(gameObject);
- return;
- }
- }
- void Start()
- {
- timeRemaining = periodDuration;
- StartGame();
-
- Debug.Log("Game started. All players frozen by default. Press F to start faceoff.");
- }
- void Update()
- {
- if (isGameRunning && isPuckInPlay && timeRemaining > 0)
- {
- timeRemaining -= Time.deltaTime;
-
- if (timeRemaining <= 0)
- {
- timeRemaining = 0;
- EndPeriod();
- }
- OnTimeChanged?.Invoke(timeRemaining);
- }
- }
- public void StartGame()
- {
- isGameRunning = true;
- currentPeriod = 1;
- timeRemaining = periodDuration;
- homeScore = 0;
- awayScore = 0;
-
- OnScoreChanged?.Invoke(homeScore, awayScore);
- OnTimeChanged?.Invoke(timeRemaining);
- OnPeriodChanged?.Invoke(currentPeriod);
-
- Debug.Log("Game Started!");
- }
- public void SetPuckInPlay(bool inPlay)
- {
- if (isPuckInPlay != inPlay)
- {
- isPuckInPlay = inPlay;
- OnPuckInPlayChanged?.Invoke(isPuckInPlay);
- Debug.Log($"Puck in play: {isPuckInPlay}");
- }
- }
- public void AddHomeScore(int points = 1)
- {
- homeScore += points;
- OnScoreChanged?.Invoke(homeScore, awayScore);
- Debug.Log($"Home Team scores! {homeScore} - {awayScore}");
-
- // Stop play after goal
- SetPuckInPlay(false);
- }
- public void AddAwayScore(int points = 1)
- {
- awayScore += points;
- OnScoreChanged?.Invoke(homeScore, awayScore);
- Debug.Log($"Away Team scores! {homeScore} - {awayScore}");
-
- // Stop play after goal
- SetPuckInPlay(false);
- }
- private void EndPeriod()
- {
- SetPuckInPlay(false);
- isGameRunning = false;
-
- Debug.Log($"End of Period {currentPeriod}");
- if (currentPeriod < totalPeriods)
- {
- // Start next period
- currentPeriod++;
- timeRemaining = periodDuration;
- OnPeriodChanged?.Invoke(currentPeriod);
- OnTimeChanged?.Invoke(timeRemaining);
-
- // Game will resume after faceoff
- isGameRunning = true;
- }
- else
- {
- EndGame();
- }
- }
- private void EndGame()
- {
- Debug.Log($"Game Over! Final Score: {homeScore} - {awayScore}");
-
- if (homeScore > awayScore)
- {
- Debug.Log("Home Team Wins!");
- }
- else if (awayScore > homeScore)
- {
- Debug.Log("Away Team Wins!");
- }
- else
- {
- Debug.Log("Game is tied!");
- }
- }
- public void PauseGame()
- {
- isGameRunning = false;
- }
- public void ResumeGame()
- {
- isGameRunning = true;
- }
- public string GetFormattedTime()
- {
- int minutes = Mathf.FloorToInt(timeRemaining / 60f);
- int seconds = Mathf.FloorToInt(timeRemaining % 60f);
- return $"{minutes:00}:{seconds:00}";
- }
- }
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