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- using UnityEngine;
- using UnityEngine.UIElements;
- using UnityEngine.SceneManagement;
- using System.IO;
- public class TitleScreenManager : MonoBehaviour
- {
- private UIDocument uiDocument;
- private Button newGameButton;
- private Button loadGameButton;
- private Button quitButton;
- private void Awake()
- {
- uiDocument = GetComponent<UIDocument>();
- if (uiDocument == null)
- {
- Debug.LogError("UIDocument component not found on TitleScreenManager GameObject.");
- return;
- }
- SetupUI();
- }
- private void Start()
- {
- // Refresh the load game button state on start
- // This ensures it reflects the current save data status
- UpdateLoadGameButton();
- }
- private void SetupUI()
- {
- var root = uiDocument.rootVisualElement;
- // Get button references
- newGameButton = root.Q<Button>("NewGameButton");
- loadGameButton = root.Q<Button>("LoadGameButton");
- quitButton = root.Q<Button>("QuitButton");
- // Setup button events
- if (newGameButton != null)
- {
- newGameButton.clicked += OnNewGameClicked;
- }
- else
- {
- Debug.LogWarning("NewGameButton not found in UI Document");
- }
- if (loadGameButton != null)
- {
- loadGameButton.clicked += OnLoadGameClicked;
- // Check if there's a saved game and disable button if not
- UpdateLoadGameButton();
- }
- else
- {
- Debug.LogWarning("LoadGameButton not found in UI Document");
- }
- if (quitButton != null)
- {
- quitButton.clicked += OnQuitClicked;
- }
- else
- {
- Debug.LogWarning("QuitButton not found in UI Document");
- }
- }
- private void OnNewGameClicked()
- {
- Debug.Log("=== NEW GAME BUTTON CLICKED ===");
- // Check if there's an existing save game
- if (HasSavedGame())
- {
- // Show warning dialog about overwriting save data
- ShowNewGameWarning();
- return;
- }
- StartNewGame();
- }
- private void ShowNewGameWarning()
- {
- Debug.Log("Warning: Existing save game detected!");
- // For now, we'll use Unity's dialog system. In a full game, you'd create a proper UI dialog
- #if UNITY_EDITOR
- bool confirmed = UnityEditor.EditorUtility.DisplayDialog(
- "New Game Warning",
- "You have an existing saved game. Starting a new game will overwrite your current progress.\n\nDo you want to continue?",
- "Start New Game",
- "Cancel"
- );
- if (confirmed)
- {
- StartNewGame();
- }
- #else
- // In builds, we'll assume user confirms for now
- // In a real game, implement a proper UI dialog system
- Debug.LogWarning("Existing save detected - proceeding with new game (implement proper dialog for builds)");
- StartNewGame();
- #endif
- }
- private void StartNewGame()
- {
- Debug.Log("Starting new game...");
- // Clear any existing save data FIRST, before setting new game flag
- Debug.Log($"🔍 Before ClearSaveData(): IsNewGame = {PlayerPrefs.GetInt("IsNewGame", -1)}");
- ClearSaveData();
- PlayerPrefs.SetInt("IsNewGame", 1); // Set new game flag
- PlayerPrefs.Save();
- Debug.Log($"🔍 After ClearSaveData(): IsNewGame = {PlayerPrefs.GetInt("IsNewGame", -1)}");
- // Initialize GameStateManager for new game (this sets the IsNewGame flag)
- if (GameStateManager.Instance != null)
- {
- GameStateManager.Instance.StartNewGame();
- Debug.Log($"🔍 After GameStateManager.StartNewGame(): IsNewGame = {PlayerPrefs.GetInt("IsNewGame", -1)}");
- }
- // Try to load the main team select scene
- string targetScene = "MainTeamSelectScene";
- if (SceneExists(targetScene))
- {
- SceneManager.LoadScene(targetScene);
- }
- else
- {
- Debug.LogError($"Scene '{targetScene}' not found in Build Settings! Please add it to Build Settings.");
- // Let's also log all available scenes for debugging
- LogAllScenesInBuild();
- }
- }
- private void OnLoadGameClicked()
- {
- Debug.Log("=== LOAD GAME BUTTON CLICKED ===");
- Debug.Log("Loading saved game...");
- // Debug current PlayerPrefs state before making any decisions
- DebugCurrentPlayerPrefsState();
- // Double-check if we have a saved game (this should always be true due to button state)
- if (HasSavedGame())
- {
- // Initialize/Load the GameStateManager
- if (GameStateManager.Instance != null)
- {
- GameStateManager.Instance.LoadGame();
- Debug.Log($"GameStateManager loaded: teamSetupComplete={GameStateManager.Instance.teamSetupComplete}, hasGeneratedMap={GameStateManager.Instance.hasGeneratedMap}");
- }
- else
- {
- Debug.Log("GameStateManager.Instance is null - relying on PlayerPrefs only");
- }
- // Determine where to go based on game progress
- // If we have completed characters AND they have proceeded past team setup, go to MapScene2
- // Otherwise, go to team selection to allow modifications
- bool shouldGoToMap = ShouldLoadDirectlyToMap();
- if (shouldGoToMap)
- {
- // Team is ready and has progressed past setup, go to MapScene2
- string targetScene = "MapScene2";
- Debug.Log($"Team is complete and game has progressed! Loading {targetScene}...");
- if (SceneExists(targetScene))
- {
- SceneManager.LoadScene(targetScene);
- }
- else
- {
- Debug.LogError($"Scene '{targetScene}' not found! Falling back to MainTeamSelectScene");
- SceneManager.LoadScene("MainTeamSelectScene");
- }
- }
- else
- {
- // Team setup not complete or hasn't progressed, go to team selection
- string targetScene = "MainTeamSelectScene";
- Debug.Log($"Team setup incomplete or hasn't progressed past setup. Loading {targetScene}...");
- if (SceneExists(targetScene))
- {
- SceneManager.LoadScene(targetScene);
- }
- else
- {
- Debug.LogError($"Scene '{targetScene}' not found in Build Settings!");
- LogAllScenesInBuild();
- }
- }
- }
- else
- {
- Debug.LogWarning("Load Game clicked but no saved game found!");
- // Update button state to reflect current save status
- UpdateLoadGameButton();
- }
- }
- private void DebugCurrentPlayerPrefsState()
- {
- Debug.Log("=== CURRENT PLAYERPREFS STATE ===");
- // Check team completion flags
- bool teamSetupComplete = PlayerPrefs.HasKey("TeamSetupComplete") && PlayerPrefs.GetInt("TeamSetupComplete") == 1;
- bool hasGeneratedMap = PlayerPrefs.HasKey("HasGeneratedMap") && PlayerPrefs.GetInt("HasGeneratedMap") == 1;
- Debug.Log($"TeamSetupComplete: {teamSetupComplete} (raw: {PlayerPrefs.GetInt("TeamSetupComplete", -1)})");
- Debug.Log($"HasGeneratedMap: {hasGeneratedMap} (raw: {PlayerPrefs.GetInt("HasGeneratedMap", -1)})");
- // Check characters
- int characterCount = 0;
- for (int i = 0; i < 4; i++)
- {
- string existsKey = $"Character{i}_Exists";
- bool exists = PlayerPrefs.HasKey(existsKey) && PlayerPrefs.GetInt(existsKey) == 1;
- if (exists)
- {
- characterCount++;
- string name = PlayerPrefs.GetString($"Character{i}_Name", "UNKNOWN");
- Debug.Log($"Character {i}: {name} (exists)");
- }
- }
- Debug.Log($"Total characters: {characterCount}");
- Debug.Log("=== END PLAYERPREFS STATE ===");
- }
- private bool ShouldLoadDirectlyToMap()
- {
- // Check if the game has progressed beyond initial team setup
- // This means: team is complete AND they have clicked "Proceed to Battle" at least once
- // First check if we have any characters
- if (!HasSavedGame()) return false;
- // Check if GameStateManager indicates team setup is complete
- bool teamComplete = false;
- if (GameStateManager.Instance != null)
- {
- teamComplete = GameStateManager.Instance.teamSetupComplete;
- Debug.Log($"GameStateManager found: teamSetupComplete = {teamComplete}");
- }
- else
- {
- Debug.Log("No GameStateManager found, checking PlayerPrefs for team completion");
- }
- // If GameStateManager doesn't indicate completion, check PlayerPrefs directly
- if (!teamComplete)
- {
- // Count characters
- int characterCount = 0;
- for (int i = 0; i < 4; i++)
- {
- if (PlayerPrefs.HasKey($"Character{i}_Exists") && PlayerPrefs.GetInt($"Character{i}_Exists") == 1)
- {
- characterCount++;
- }
- }
- // Check if team setup was marked complete in PlayerPrefs
- bool teamSetupCompleteInPrefs = PlayerPrefs.HasKey("TeamSetupComplete") && PlayerPrefs.GetInt("TeamSetupComplete") == 1;
- // Check if the game has been started (indicated by map generation)
- bool hasGeneratedMap = PlayerPrefs.HasKey("HasGeneratedMap") && PlayerPrefs.GetInt("HasGeneratedMap") == 1;
- // Team is complete if we have characters AND (team setup complete OR map generated)
- teamComplete = characterCount > 0 && (teamSetupCompleteInPrefs || hasGeneratedMap);
- Debug.Log($"PlayerPrefs check: characters={characterCount}, teamSetupComplete={teamSetupCompleteInPrefs}, hasGeneratedMap={hasGeneratedMap}");
- }
- Debug.Log($"ShouldLoadDirectlyToMap: final result = {teamComplete}");
- return teamComplete;
- }
- private void OnQuitClicked()
- {
- Debug.Log("Quitting game...");
- #if UNITY_EDITOR
- UnityEditor.EditorApplication.isPlaying = false;
- #else
- Application.Quit();
- #endif
- }
- private void UpdateLoadGameButton()
- {
- if (loadGameButton != null)
- {
- bool hasSavedGame = HasSavedGame();
- Debug.Log($"UpdateLoadGameButton: HasSavedGame = {hasSavedGame}");
- // Disable the button if no saved game
- loadGameButton.SetEnabled(hasSavedGame);
- if (!hasSavedGame)
- {
- loadGameButton.AddToClassList("disabled-button");
- loadGameButton.tooltip = "No saved game available";
- // Make the button visually appear disabled
- loadGameButton.style.opacity = 0.5f;
- // Remove click event temporarily by replacing it
- loadGameButton.clicked -= OnLoadGameClicked;
- }
- else
- {
- loadGameButton.RemoveFromClassList("disabled-button");
- loadGameButton.tooltip = "Load your saved game";
- loadGameButton.style.opacity = 1.0f;
- // Re-add click event if not already added
- loadGameButton.clicked -= OnLoadGameClicked; // Remove first to prevent duplicates
- loadGameButton.clicked += OnLoadGameClicked;
- }
- }
- }
- private bool HasSavedGame()
- {
- // Check if we have any characters saved
- // Look for at least one character that exists
- for (int i = 0; i < 4; i++)
- {
- if (PlayerPrefs.HasKey($"Character{i}_Exists") && PlayerPrefs.GetInt($"Character{i}_Exists") == 1)
- {
- return true;
- }
- }
- return false;
- }
- private bool SceneExists(string sceneName)
- {
- // Check if scene is in build settings
- for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
- {
- string scenePath = SceneUtility.GetScenePathByBuildIndex(i);
- string sceneNameFromPath = System.IO.Path.GetFileNameWithoutExtension(scenePath);
- if (sceneNameFromPath.Equals(sceneName, System.StringComparison.OrdinalIgnoreCase))
- {
- return true;
- }
- }
- return false;
- }
- private void ClearSaveData()
- {
- Debug.Log("🧹 TitleScreenManager.ClearSaveData() - clearing save data but preserving IsNewGame flag");
- // Clear character data
- for (int i = 0; i < 4; i++)
- {
- string prefix = $"Character{i}_";
- PlayerPrefs.DeleteKey(prefix + "Exists");
- PlayerPrefs.DeleteKey(prefix + "Name");
- PlayerPrefs.DeleteKey(prefix + "IsMale");
- PlayerPrefs.DeleteKey(prefix + "Strength");
- PlayerPrefs.DeleteKey(prefix + "Dexterity");
- PlayerPrefs.DeleteKey(prefix + "Constitution");
- PlayerPrefs.DeleteKey(prefix + "Wisdom");
- PlayerPrefs.DeleteKey(prefix + "Gold");
- PlayerPrefs.DeleteKey(prefix + "Silver");
- PlayerPrefs.DeleteKey(prefix + "Copper");
- }
- // Clear team finalization flags - THIS WAS MISSING!
- PlayerPrefs.DeleteKey("TeamSetupComplete");
- PlayerPrefs.DeleteKey("HasGeneratedMap");
- // Clear map data
- PlayerPrefs.DeleteKey("MapSeed");
- PlayerPrefs.DeleteKey("MapWidth");
- PlayerPrefs.DeleteKey("MapHeight");
- PlayerPrefs.DeleteKey("MapNoiseScale");
- PlayerPrefs.DeleteKey("MapOceanThreshold");
- PlayerPrefs.DeleteKey("MapMountainThreshold");
- PlayerPrefs.DeleteKey("MapForestThreshold");
- // NOTE: We explicitly DO NOT clear "IsNewGame" here - it needs to persist
- PlayerPrefs.Save();
- Debug.Log("Save data cleared for new game - including team finalization flags");
- }
- private void OnEnable()
- {
- // Update load button state when the screen becomes active
- UpdateLoadGameButton();
- }
- private void LogAllScenesInBuild()
- {
- Debug.Log("=== ALL SCENES IN BUILD SETTINGS ===");
- for (int i = 0; i < SceneManager.sceneCountInBuildSettings; i++)
- {
- string scenePath = SceneUtility.GetScenePathByBuildIndex(i);
- string sceneName = Path.GetFileNameWithoutExtension(scenePath);
- Debug.Log($"Index {i}: {sceneName} ({scenePath})");
- }
- Debug.Log("=== END SCENE LIST ===");
- }
- // Call this from inspector for debugging
- [ContextMenu("Check Build Settings")]
- public void CheckBuildSettings()
- {
- LogAllScenesInBuild();
- bool mainTeamSelectExists = SceneExists("MainTeamSelectScene");
- Debug.Log($"MainTeamSelectScene in Build Settings: {mainTeamSelectExists}");
- bool hasSave = HasSavedGame();
- Debug.Log($"Has saved game: {hasSave}");
- }
- }
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