306c2f85c3
Add base auto saving when change scene
97 lines
2.3 KiB
C#
97 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class TaskManager : MonoBehaviour
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{
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public static TaskManager Instance;
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[SerializeField] public GameObject _panel_template;
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protected GameObject dynamicPanel;
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public bool isOpen = false;
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[Header("Tasks list")]
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[SerializeField] public List<Task> taskList;
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private void Awake()
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{
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if(Instance == null)
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{
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Instance = this;
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}else if (Instance != this)
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{
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Destroy(gameObject);
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}
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}
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public void Update()
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{
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if (Input.GetKeyDown(KeyCode.Q))
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{
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if (this._panel_template && !this.isOpen)
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{
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this.OpenPanel();
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} else
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{
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this.ClosePanel();
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}
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}
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}
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/// <summary>
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// Function which opne Task Panel if its close
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//
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// Create new Task Panel object instance on scene
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/// </summary>
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public void OpenPanel()
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{
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GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
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if(globalGUI)
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{
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this.dynamicPanel = Instantiate(_panel_template, _panel_template.transform.position, Quaternion.identity, globalGUI.transform); // 4'th arg allow set object as child
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this.dynamicPanel.transform.localPosition = _panel_template.transform.position; // prevent overwritten position by... environment???
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this.SetupPanel(); // bind pandel to current chest
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isOpen = true;
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} else {
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Debug.Log("Can't find global GUI object!!!");
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}
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}
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/// <summary>
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// Function which close Task Panel if its open
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/// </summary>
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public virtual void ClosePanel()
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{
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Destroy(dynamicPanel);
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isOpen = false;
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}
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/// <summary>
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// Function which allow to add new task to manager list of tasks
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//
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// Task Panel use this list during setup process
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/// </summary>
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public void AddTask(Task _task)
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{
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taskList.Add(_task);
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}
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private void SetupPanel()
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{
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if(this.dynamicPanel)
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{
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this.dynamicPanel.GetComponent<TaskPanelController>().Setup(taskList);
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}
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}
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}
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