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EventManager.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
public class EventManager : Singleton<EventManager> {
public delegate void GameEvent();
private float startTime;
private Dictionary<int, List<TimedEvent>> _eventStore;
private AVL<TimedEvent> _currentEventSet;
public int defaultStage = 0;
private TimedEvent _nextEvent;
public int currentStage { get; private set; }
public void registerEvent(GameEvent gameEvent, float delay)
{
registerEvent(gameEvent, delay, defaultStage);
}
public void registerEvent(GameEvent gameEvent, float delay, int stage)
{
TimedEvent evt = new TimedEvent(gameEvent, delay);
List<TimedEvent> _eventSet;
if (_eventStore.ContainsKey(stage))
{
_eventSet = _eventStore[stage];
}
else
{
_eventSet = new List<TimedEvent>();
_eventStore.Add(stage, _eventSet);
}
_eventSet.Add(evt);
}
public bool addEvent(GameEvent gameEvent, float delay, bool relative = true)
{
if (_currentEventSet == null)
{
return false;
}
else
{
if (relative)
{
_currentEventSet.Add(new TimedEvent(gameEvent, Time.time + delay));
}
else
{
_currentEventSet.Add(new TimedEvent(gameEvent, delay));
}
return true;
}
}
void Awake()
{
_eventStore = new Dictionary<int, List<TimedEvent>>();
}
// Use this for initialization
void Start()
{
}
public void run(int i)
{
goToStage(i);
}
// Triggers the game to start
public void run()
{
if (!_eventStore.ContainsKey(defaultStage))
{
_eventStore.Add(defaultStage, new List<TimedEvent>());
}
goToStage(defaultStage);
}
public void goToStage(int stage)
{
_currentEventSet = retrieveStage(stage);
StopAllCoroutines();
currentStage = stage;
startTime = Time.time;
_nextEvent = null;
}
public void restartStage()
{
goToStage(currentStage);
}
public void advanceStage()
{
goToStage(currentStage + 1);
}
// Update is called once per frame
void Update()
{
if (_currentEventSet != null && _nextEvent == null && _currentEventSet.Count > 0)
{
_nextEvent = _currentEventSet.Pop();
}
while (_nextEvent != null && (_nextEvent.delay + startTime) < Time.time)
{
_nextEvent.timedEvent();
if (_currentEventSet.Count > 0)
{
_nextEvent = _currentEventSet.Pop();
}
else
{
_nextEvent = null;
}
}
}
private AVL<TimedEvent> retrieveStage(int i)
{
List<TimedEvent> eventList;
if (!_eventStore.ContainsKey(i))
{
_eventStore.Add(i, new List<TimedEvent>());
}
eventList = _eventStore[i];
AVL<TimedEvent> eventSet = new AVL<TimedEvent>();
foreach (TimedEvent evt in eventList)
{
eventSet.Add(evt);
}
return eventSet;
}
public class TimedEvent : IComparable<TimedEvent>{
public GameEvent timedEvent { get; private set; }
public float delay { get; private set; }
public int priority { get; private set; }
public TimedEvent()
{
timedEvent = null;
}
public TimedEvent(GameEvent evt, float time)
{
timedEvent = evt;
delay = time;
}
public int CompareTo(TimedEvent other)
{
if (delay == other.delay)
{
return priority.CompareTo(other.priority);
}
else
{
return delay.CompareTo(other.delay);
}
}
}
}