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84
Assets/Scripts/GameplayManager.cs
Normal file
84
Assets/Scripts/GameplayManager.cs
Normal file
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using System;
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using System.Collections.Generic;
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public class GameplayManager : MonoBehaviour
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{
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{
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else if (Instance != this)
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{
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return;
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{
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public void StartLevel(int index)
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{
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if (index < 0 || index >= levels.Count)
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{
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Debug.LogError($"GameplayManager: Invalid level index {index}");
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return;
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}
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// End previous level if any
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if (currentLevel != null)
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{
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currentLevel.gameObject.SetActive(false);
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}
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currentLevelIndex = index;
|
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currentLevel = levels[currentLevelIndex];
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currentLevel.gameObject.SetActive(true);
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currentLevel.OnLevelStart();
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}
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public void CompleteCurrentLevel()
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{
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if (currentLevel == null) return;
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Debug.Log($"GameplayManager: Level {currentLevelIndex + 1} completed.");
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currentLevel.OnLevelEnd();
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currentLevel.gameObject.SetActive(false);
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currentLevel = null;
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|
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// If you want to auto-progress:
|
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int next = currentLevelIndex + 1;
|
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if (next < levels.Count)
|
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{
|
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StartLevel(next);
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}
|
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else
|
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{
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Debug.Log("GameplayManager: All levels completed!");
|
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}
|
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}
|
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|
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// Optional: callable by a trigger to start Level 1 specifically
|
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public void StartLevelOne()
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{
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StartLevel(0);
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}
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}
|
11
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11
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29
Assets/Scripts/Level.cs
Normal file
29
Assets/Scripts/Level.cs
Normal file
@ -0,0 +1,29 @@
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
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public abstract class Level : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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// Update is called once per frame
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void Update()
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11
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11
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108
Assets/Scripts/Level1.cs
Normal file
108
Assets/Scripts/Level1.cs
Normal file
@ -0,0 +1,108 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class Level1 : Level
|
||||
{
|
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[Header("Enemy Setup")]
|
||||
[Tooltip("Optional: parent whose children have EnemyBase components")]
|
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public Transform enemiesParent;
|
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|
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[Tooltip("Or manually assign enemies here")]
|
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public List<EnemyBase> enemies = new List<EnemyBase>();
|
||||
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[Header("Monitoring")]
|
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[Tooltip("How often to check alive enemies")]
|
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public float checkInterval = 0.25f;
|
||||
|
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private bool _running;
|
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private Coroutine _monitorCo;
|
||||
|
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public override void OnLevelStart()
|
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{
|
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base.OnLevelStart();
|
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|
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// Collect enemies if using a parent
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if (enemiesParent != null)
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{
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enemies.Clear();
|
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foreach (Transform child in enemiesParent)
|
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{
|
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var eb = child.GetComponent<EnemyBase>();
|
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if (eb != null) enemies.Add(eb);
|
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}
|
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}
|
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|
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// Turn enemies on & let their own Start() find the player
|
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foreach (var e in enemies)
|
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{
|
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if (e == null) continue;
|
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e.gameObject.SetActive(true);
|
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}
|
||||
|
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// Edge case: no enemies -> complete immediately
|
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if (CountAlive() == 0)
|
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{
|
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CompleteLevel();
|
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return;
|
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}
|
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_running = true;
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_monitorCo = StartCoroutine(MonitorEnemies());
|
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Debug.Log("Level1: Started, monitoring enemies...");
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}
|
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public override void OnLevelEnd()
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{
|
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base.OnLevelEnd();
|
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_running = false;
|
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if (_monitorCo != null)
|
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{
|
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StopCoroutine(_monitorCo);
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_monitorCo = null;
|
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}
|
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}
|
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private IEnumerator MonitorEnemies()
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{
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var wait = new WaitForSeconds(checkInterval);
|
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while (_running)
|
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{
|
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if (CountAlive() == 0)
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{
|
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CompleteLevel();
|
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yield break;
|
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}
|
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yield return wait;
|
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}
|
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}
|
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|
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private int CountAlive()
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{
|
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int alive = 0;
|
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for (int i = 0; i < enemies.Count; i++)
|
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{
|
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var e = enemies[i];
|
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if (e != null && e.gameObject.activeInHierarchy && !e.IsDead())
|
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alive++;
|
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}
|
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return alive;
|
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}
|
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private void CompleteLevel()
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{
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|
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_running = false;
|
||||
|
||||
// Tell GameplayManager if available
|
||||
if (GameplayManager.Instance != null)
|
||||
{
|
||||
GameplayManager.Instance.CompleteCurrentLevel();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: just disable this level object
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Level1.cs.meta
Normal file
11
Assets/Scripts/Level1.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42850bd66917c2648a04c287cd0fa78f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
49
Assets/Scripts/LevelStartTrigger.cs
Normal file
49
Assets/Scripts/LevelStartTrigger.cs
Normal file
@ -0,0 +1,49 @@
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class LevelStartTrigger : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private string playerTag = "Player";
|
||||
[SerializeField] private int levelIndexToStart = 0; // Level 1 = 0
|
||||
[Tooltip("Disable the trigger after first use")]
|
||||
[SerializeField] private bool oneShot = true;
|
||||
|
||||
private bool _used;
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
var col = GetComponent<Collider>();
|
||||
if (col) col.isTrigger = true;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (_used) return;
|
||||
if (!other.CompareTag(playerTag)) return;
|
||||
|
||||
_used = true;
|
||||
|
||||
// Prefer using GameplayManager
|
||||
if (GameplayManager.Instance != null)
|
||||
{
|
||||
GameplayManager.Instance.StartLevel(levelIndexToStart);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: find any Level component at index and start manually
|
||||
// (only used if your manager doesn't have StartLevel yet)
|
||||
var level = FindObjectOfType<Level1>();
|
||||
if (level != null)
|
||||
{
|
||||
level.gameObject.SetActive(true);
|
||||
level.OnLevelStart();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("LevelStartTrigger: No GameplayManager and no Level1 found.");
|
||||
}
|
||||
}
|
||||
|
||||
if (oneShot) gameObject.SetActive(false);
|
||||
}
|
||||
}
|
11
Assets/Scripts/LevelStartTrigger.cs.meta
Normal file
11
Assets/Scripts/LevelStartTrigger.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b4302f1f4adaa7459679bfdb9c36650
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
x
Reference in New Issue
Block a user