Scriptum/Assets/Scripts/Task/TaskManager.cs

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2022-06-11 23:12:52 +02:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class TaskManager : MonoBehaviour
{
public static TaskManager Instance;
[SerializeField] public GameObject _panel_template;
protected GameObject dynamicPanel;
public bool isOpen = false;
[Header("Tasks list")]
[SerializeField] public List<Task> taskList;
2022-06-11 23:12:52 +02:00
private void Awake()
{
if(Instance == null)
{
Instance = this;
}else if (Instance != this)
{
Destroy(gameObject);
}
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.Q))
{
if (this._panel_template && !this.isOpen)
{
this.OpenPanel();
} else
{
this.ClosePanel();
}
}
}
/// <summary>
// Function which opne Task Panel if its close
//
// Create new Task Panel object instance on scene
/// </summary>
public void OpenPanel()
{
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
if(globalGUI)
{
this.dynamicPanel = Instantiate(_panel_template, _panel_template.transform.position, Quaternion.identity, globalGUI.transform); // 4'th arg allow set object as child
this.dynamicPanel.transform.localPosition = _panel_template.transform.position; // prevent overwritten position by... environment???
this.SetupPanel(); // bind pandel to current chest
isOpen = true;
} else {
Debug.Log("Can't find global GUI object!!!");
}
}
/// <summary>
// Function which close Task Panel if its open
/// </summary>
public virtual void ClosePanel()
{
Destroy(dynamicPanel);
isOpen = false;
}
/// <summary>
// Function which allow to add new task to manager list of tasks
//
// Task Panel use this list during setup process
/// </summary>
public void AddTask(Task _task)
{
taskList.Add(_task);
}
private void SetupPanel()
{
if(this.dynamicPanel)
{
this.dynamicPanel.GetComponent<TaskPanelController>().Setup(taskList);
}
}
}