MIF_E31221325/Assets/Scenes/level1/GameSystem.cs

281 lines
6.7 KiB
C#

using NUnit.Framework;
using UnityEngine;
using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine.UI;
using TMPro;
using System.Data;
public class Data
{
public static int DataLevel, DataScore, DataWaktu, DataNyawa;
}
public class GameSystem : MonoBehaviour
{
public static GameSystem instance;
//public static bool NewGame = true; //ketika new game akan ngulang data, ketika enggak, akan melanjutkan dengan data yang ada
int MaxLevel = 10;
[Header("DataPermainan")]
public bool GameAktif;
public bool GameSelesai;
public bool GameFinish; //perubahan
public int Target,DataSaatIni;
//public int DataScore, DataWaktu, DataNyawa;
[Header("Komponen UI")]
public TMP_Text Teks_Level;
public TMP_Text Teks_Score;
public TMP_Text Teks_Waktu;
public RectTransform Ui_Darah;
[Header("Obj GUI")]
public GameObject Gui_Pause;
public GameObject Gui_Transisi;
[Space]
public bool SistemAcak;
[System.Serializable]
public class DataGame
{
public string Nama;
public Sprite Gambar;
}
[Header("Settingan Standar")]
public DataGame[] DataPermainan;
[Space]
public ObjTempatDrob[] Drop_Tempat;
public ObjDrag[] Drag_Obj;
//agar script lain dapat mengakses di game system
private void Awake() //saat pertama kali scene dibuka
{
instance = this;
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start() //objek disable/enable bida diakses lagi
{
//AcakSoal();
GameAktif = false;
GameSelesai = false;
GameFinish = false; //tambahan
SetSoal();
ResetData();
Target = 1;
GameAktif = true;
}
void ResetData()
{
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "game0") //mulai dari scene game0
{
//NewGame = false;
Data.DataLevel = 0;
Data.DataWaktu = 60 * 5;
Data.DataScore = 0;
Data.DataNyawa = 5;
}
}
float s;
void Update()
{
//if (Input.GetKeyDown(KeyCode.Space))
// AcakSoal();
if (GameAktif && !GameSelesai)
{
if (Data.DataWaktu > 0)
{
s += Time.deltaTime;
if (s >= 1)
{
Data.DataWaktu--;
s = 0;
}
}
if(Data.DataWaktu <= 0)
{
GameAktif = false;
GameSelesai = true;
GameFinish = false; //tambahan
//game kalah
KumpulanSuara.instance.Panggil_Sfx(5);
Gui_Transisi.GetComponent<UiControl>().Btn_Pindah("gameselesai");
}
if(Data.DataNyawa <= 0)
{
GameSelesai = true;
GameAktif = false;
GameFinish=false; //tambahan
//fungsi kalah
KumpulanSuara.instance.Panggil_Sfx(5);
Gui_Transisi.GetComponent<UiControl>().Btn_Pindah("gameselesai");
}
if(DataSaatIni >= Target)
{
GameFinish = true; //tambahan
//GameSelesai = true;
GameSelesai = false; //perubahan
GameAktif = false;
//kita menang
if(Data.DataLevel < (MaxLevel - 1))
{
Data.DataLevel++;
//pindah ke next level\
//tanpa transisi
UnityEngine.SceneManagement.SceneManager.LoadScene("game" + Data.DataLevel);
//Gui_Transisi.GetComponent<UiControl>().Btn_Pindah("game" + Data.DataLevel);
KumpulanSuara.instance.Panggil_Sfx(3);
}
else
{
//game selesai pindah ke menu selesai
//Gui_Transisi.GetComponent<UiControl>().Btn_Pindah("gameselesai");
Gui_Transisi.GetComponent<UiControl>().Btn_Pindah("gamefinish"); //perubahan
KumpulanSuara.instance.Panggil_Sfx(4);
KumpulanSuara.instance.Panggil_Sfx(6);
}
}
}
SetInfoUI();
}
public void SetSoal()
{
for (int i = 0; i < Drag_Obj.Length; i++)
{
Drag_Obj[i].ID = i; // ID sesuai urutan data
Drag_Obj[i].Teks.text = DataPermainan[i].Nama;
}
for (int i = 0; i < Drop_Tempat.Length; i++)
{
Drop_Tempat[i].Drob.ID = i; // ID sesuai urutan data
Drop_Tempat[i].Gambar.sprite = DataPermainan[i].Gambar;
}
}
//public List<int> _AcakSoal = new List<int>();
//public List<int> _AcakPos = new List<int>();
//int rand;
//int rand2;
//public void AcakSoal()
//{
// _AcakSoal.Clear();
// _AcakPos.Clear();
// //acak soal
// _AcakSoal = new List<int>(new int[Drag_Obj.Length]);
// for (int i = 0; i < _AcakSoal.Count; i++)
// {
// rand = Random.Range(1, DataPermainan.Length);
// while(_AcakSoal.Contains(rand))
// rand = Random.Range(1, DataPermainan.Length);
// _AcakSoal[i] = rand;
// Drag_Obj[i].ID = rand - 1;
// Drag_Obj[i].Teks.text = DataPermainan[rand - 1].Nama;
// }
// _AcakPos = new List<int>(new int[Drop_Tempat.Length]);
// for (int i = 0; i < _AcakPos.Count; i++)
// {
// rand2 = Random.Range(1, _AcakSoal.Count + 1);
// while (_AcakPos.Contains(rand2))
// rand2 = Random.Range(1, _AcakSoal.Count + 1);
// _AcakPos[i] = rand2;
// Drop_Tempat[i].Drob.ID = _AcakSoal[rand2 - 1] - 1;
// Drop_Tempat[i].Gambar.sprite = DataPermainan[Drop_Tempat[i].Drob.ID].Gambar;
// }
//}
// Update is called once per frame
//timmer
public void SetInfoUI()
{
Teks_Level.text = (Data.DataLevel + 1).ToString();
Teks_Score.text = Data.DataScore.ToString();
int Menit = Mathf.FloorToInt(Data.DataWaktu / 60); //01
int Detik = Mathf.FloorToInt(Data.DataWaktu % 60); //30
Teks_Waktu.text = Menit.ToString("00") + ":" + Detik.ToString("00");
Ui_Darah.sizeDelta = new Vector2(63f * Data.DataNyawa, 63f);
}
//btn pause
public void Btn_Pause(bool pause)
{
if (pause)
{
GameAktif = false;
Gui_Pause.SetActive(true);
}
else
{
GameAktif = true;
Gui_Pause.SetActive(false);
}
}
}