Files
PGiZ1/Assets/Code/Gameplay/RaceManager.cs
T
2026-01-27 19:03:15 +03:00

125 lines
3.6 KiB
C#

using Code.DI;
using Code.Input;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace Code.Gameplay
{
public class RaceManager : MonoBehaviour
{
[Header("UI")]
[SerializeField] private TMP_Text countdownText;
[SerializeField] private TMP_Text timerText;
[SerializeField] private GameObject resultsWrapper;
[Header("Settings")]
[SerializeField] private float countdownDuration = 3f;
[SerializeField] private float startDelayAfterGo = 0.5f;
private float _startTime;
private float _elapsedTime;
private bool _isRaceActive = false;
private IInputService _inputService;
private TMP_Text _resultText;
private TMP_InputField _nameField;
private Button _restartButton;
private Button _toMenuButton;
private void Awake()
{
var container = FindFirstObjectByType<DIContainer>();
_inputService = container.Resolve<IInputService>();
_resultText = resultsWrapper.transform.Find("Text Area")?.Find("Text")?.GetComponent<TMP_Text>();
_nameField = resultsWrapper.transform.Find("EnterNameField")?.GetComponent<TMP_InputField>();
_restartButton = resultsWrapper.transform.Find("RestartButton")?.GetComponent<Button>();
_toMenuButton = resultsWrapper.transform.Find("ToMenuButton")?.GetComponent<Button>();
resultsWrapper.SetActive(false);
}
private void Start()
{
StartCountdown();
}
private void Update()
{
if (_isRaceActive)
{
_elapsedTime = Time.time - _startTime;
UpdateTimer();
}
}
private void StartCountdown()
{
_isRaceActive = false;
_startTime = Time.time + countdownDuration + startDelayAfterGo;
countdownText.text = "3";
Invoke(nameof(Show2), 1f);
}
private void Show2()
{
countdownText.text = "2";
Invoke(nameof(Show1), 1f);
}
private void Show1()
{
countdownText.text = "1";
Invoke(nameof(ShowGo), 1f);
}
private void ShowGo()
{
countdownText.text = "GO!";
Invoke(nameof(StartRace), startDelayAfterGo);
}
private void StartRace()
{
_inputService.EnableMap(ActionMapping.Gameplay);
_isRaceActive = true;
_startTime = Time.time;
countdownText.gameObject.SetActive(false);
}
private void UpdateTimer()
{
var totalMs = (int)(_elapsedTime * 1000f);
var minutes = totalMs / 60000;
var seconds = (totalMs % 60000) / 1000;
var milliseconds = totalMs % 1000;
timerText.text = $"{minutes:D2}:{seconds:D2}:{milliseconds:D2}";
}
public void OnFinish()
{
_isRaceActive = false;
countdownText.gameObject.SetActive(false);
resultsWrapper.SetActive(true);
_inputService.DisableMap(ActionMapping.Gameplay);
_restartButton.onClick.AddListener(RestartRace);
_toMenuButton.onClick.AddListener(LoadMainMenu);
}
private void RestartRace()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
private void LoadMainMenu()
{
SceneManager.LoadScene("MainMenu");
}
}
}