using System.Collections;
using UnityEngine;
using BaseGames.Core.Events;
using BaseGames.Core.States;
namespace BaseGames.Core
{
///
/// 全局游戏管理器。
/// 生命周期:Persistent → 第一个执行(DefaultExecutionOrder(-1000))。
/// 持有 并协调所有顶层服务。
///
[DefaultExecutionOrder(-1000)]
public class GameManager : MonoBehaviour
{
// ── 单例 ──────────────────────────────────────────────────────────
public static GameManager Instance { get; private set; }
// ── Inspector 引用 ────────────────────────────────────────────────
[Header("Managers")]
[SerializeField] private SettingsManager _settingsManager;
[SerializeField] private DeathRespawnService _deathRespawnService;
[SerializeField] private SceneService _sceneService;
[Header("Event Channels - Listen")]
[SerializeField] private VoidEventChannelSO _onPlayerDied;
[SerializeField] private VoidEventChannelSO _onPauseRequested;
[SerializeField] private VoidEventChannelSO _onResumeRequested;
[SerializeField] private StringEventChannelSO _onBossFightStarted;
[SerializeField] private BoolEventChannelSO _onBossFightEnded;
[SerializeField] private VoidEventChannelSO _onDeathScreenConfirmed;
[Header("Event Channels - Raise")]
[SerializeField] private BaseEventChannelSO _onGameStateChanged;
[SerializeField] private VoidEventChannelSO _onPlayerRespawned;
// ── 状态机 ────────────────────────────────────────────────────────
private readonly GameStateMachine _fsm = new GameStateMachine();
public GameStateId CurrentState => _fsm.CurrentStateId;
// ──────────────────────────────────────────────────────────────────
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
RegisterServices();
RegisterStates();
_settingsManager?.Initialize();
_fsm.TransitionTo(GameStates.Initializing, out _);
}
private void OnEnable()
{
if (_onPlayerDied) _onPlayerDied.OnEventRaised += HandlePlayerDied;
if (_onPauseRequested) _onPauseRequested.OnEventRaised += HandlePauseRequested;
if (_onResumeRequested) _onResumeRequested.OnEventRaised += HandleResumeRequested;
if (_onBossFightStarted) _onBossFightStarted.OnEventRaised += HandleBossFightStarted;
if (_onBossFightEnded) _onBossFightEnded.OnEventRaised += HandleBossFightEnded;
if (_onDeathScreenConfirmed) _onDeathScreenConfirmed.OnEventRaised += HandleDeathScreenConfirmed;
}
private void OnDisable()
{
if (_onPlayerDied) _onPlayerDied.OnEventRaised -= HandlePlayerDied;
if (_onPauseRequested) _onPauseRequested.OnEventRaised -= HandlePauseRequested;
if (_onResumeRequested) _onResumeRequested.OnEventRaised -= HandleResumeRequested;
if (_onBossFightStarted) _onBossFightStarted.OnEventRaised -= HandleBossFightStarted;
if (_onBossFightEnded) _onBossFightEnded.OnEventRaised -= HandleBossFightEnded;
if (_onDeathScreenConfirmed) _onDeathScreenConfirmed.OnEventRaised -= HandleDeathScreenConfirmed;
}
private void Update() => _fsm.Tick(Time.deltaTime);
// ── 初始化 ────────────────────────────────────────────────────────
private void RegisterServices()
{
if (_deathRespawnService)
ServiceLocator.Register(_deathRespawnService);
if (_sceneService)
ServiceLocator.Register(_sceneService);
}
private void RegisterStates()
{
_fsm.Register(new InitializingState());
_fsm.Register(new MainMenuState());
_fsm.Register(new LoadingSceneState());
_fsm.Register(new GameplayState());
_fsm.Register(new BossFightState());
_fsm.Register(new PausedState());
_fsm.Register(new DeadState());
_fsm.Register(new CutsceneState());
_fsm.Register(new GameOverState());
}
// ── 状态转换公共 API ──────────────────────────────────────────────
public bool RequestTransition(GameStateId nextState)
{
if (_fsm.TransitionTo(nextState, out string error))
{
// 通知 UI 等监听者(GameStateId in Core.Events 是 string-based)
_onGameStateChanged?.Raise(new Events.GameStateId(nextState.Id));
return true;
}
Debug.LogWarning($"[GameManager] {error}");
return false;
}
// ── 事件处理 ──────────────────────────────────────────────────────
private void HandlePlayerDied() => StartCoroutine(DeathFlow());
private void HandlePauseRequested() => RequestTransition(GameStates.Paused);
private void HandleResumeRequested() => RequestTransition(GameStates.Gameplay);
private void HandleBossFightStarted(string bossId)
=> RequestTransition(GameStates.BossFight);
private void HandleBossFightEnded(bool victory)
{
if (victory) RequestTransition(GameStates.Gameplay);
else RequestTransition(GameStates.GameOver);
}
private bool _deathScreenConfirmed;
private void HandleDeathScreenConfirmed() => _deathScreenConfirmed = true;
private IEnumerator DeathFlow()
{
RequestTransition(GameStates.Dead);
var deathService = ServiceLocator.Get();
yield return deathService.StartDeathSequenceCoroutine();
// 等待玩家在死亡画面点击重试
_deathScreenConfirmed = false;
yield return new WaitUntil(() => _deathScreenConfirmed);
yield return deathService.StartRespawnCoroutine();
RequestTransition(GameStates.LoadingScene);
_onPlayerRespawned?.Raise();
}
}
}