using Core.Utilities;
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using MoreMountains.NiceVibrations;
using TowerDefense.Level;
using KTGMGemClient;
///
/// 无尽模式用自己的EndlessUIStart
///
public class EndlessUIStart : Singleton
{
public TextMeshProUGUI countDownTextNew = null;
public TextMeshProUGUI timeTextNew = null;
public TextMeshProUGUI timeStatic = null;
///
/// 结算界面
///
public GameObject SettlementUI;
///
/// 倒计时整体的背景图片Mask
///
public Image uiStartMssk = null;
public AudioSource bgMusic;
public static bool bFirstLoaded = false;
public static bool bGameStart = false;
protected float secToDo = 3f;
protected float startTime = 0.0f;
protected bool bossCreate = false;
protected bool[] bVibrate;
private bool isPause;
// Start is called before the first frame update
void Start()
{
bVibrate = new bool[4];
bVibrate[0] = bVibrate[1] = bVibrate[2] = bVibrate[3] = false;
// 设置为顶层渲染:
countDownTextNew.transform.SetAsLastSibling();
if (timeStatic)
timeStatic.gameObject.SetActive(false);
EndlessBuffSelect.instance.HideBuffUI();
EndlessBossHPManager.instance.HideHP();
EndlessSettlement settlement = SettlementUI.transform.GetChild(0).GetComponent();
settlement.Init();
SettlementUI.SetActive(false);
}
///
/// 当前游戏局的开始时间.
///
public float GameStartTime
{
get { return startTime; }
}
protected string ConvertSec(float sec)
{
if (sec < 10)
return "0" + Math.Floor(sec).ToString();
else
return Math.Floor(sec).ToString();
}
///
/// 把当前的秒数变成字符串.
///
///
///
protected string ConvertTime(float sec)
{
if (sec < 60)
{
return "00:" + ConvertSec(sec);
}
else
{
float min = sec / 60;
if (min < 10)
{
return "0" + Math.Floor(min).ToString() + ":" + ConvertSec(sec % 60);
}
else
{
return Math.Floor(min).ToString() + ":" + ConvertSec(sec % 60);
}
}
}
public void Pause()
{
isPause = true;
}
public void Restart()
{
isPause = false;
}
public bool IsGameRunning { get { return !isPause; } }
// Update is called once per frame
void Update()
{
if (isPause) return;
if (bGameStart)
{
startTime += Time.deltaTime;
timeTextNew.text = ConvertTime((float)Math.Ceiling(startTime));
}
if (!bFirstLoaded && !bGameStart)
{
bFirstLoaded = true;
secToDo = 4;
}
if (bFirstLoaded && !bGameStart)
{
secToDo -= Time.deltaTime;
countDownTextNew.gameObject.SetActive(true);
if (secToDo >= 3)
{
countDownTextNew.text = "3";
if (!bVibrate[3])
{
bVibrate[3] = true;
MMVibrationManager.Haptic(HapticTypes.SoftImpact);
}
}
else if (secToDo >= 2)
{
countDownTextNew.text = "2";
if (!bVibrate[2])
{
bVibrate[2] = true;
MMVibrationManager.Haptic(HapticTypes.MediumImpact);
}
}
else if (secToDo >= 1)
{
countDownTextNew.text = "1";
if (!bVibrate[1])
{
bVibrate[1] = true;
MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
}
}
else if (secToDo < 1)
{
countDownTextNew.text = "GO!";
if (!bVibrate[0])
{
bVibrate[0] = true;
MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
}
}
// 开启游戏,且隐藏中间的数字.
if (secToDo <= 0)
{
uiStartMssk.gameObject.SetActive(false);
countDownTextNew.text = "";
countDownTextNew.gameObject.SetActive(false);
bGameStart = true;
// 开始关卡
EndlessLevelManager.instance.StartLevel();
timeTextNew.gameObject.SetActive(true);
// 开始播放背景音乐.
if (bgMusic != null)
bgMusic.Play();
}
}
}
}