vampire-like/Assets/GameMain/Scripts/Procedure/ProcedureMenu.cs

61 lines
1.9 KiB
C#

using Cysharp.Threading.Tasks;
using SepCore.Definition;
using SepCore.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace SepCore.Procedure
{
public class ProcedureMenu : ProcedureBase, IProcedureMenu
{
public override bool UseNativeDialog => false;
private bool _startGame = false;
private int _selectedRoleId = 0;
public void ConfirmSelectRole(int roleId)
{
_selectedRoleId = roleId;
_startGame = true;
}
#region FSM
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
GameEntry.UIRouter.OpenUIAsync(UIFormType.MenuForm);
var useCase = new SelectRoleUseCase(this);
GameEntry.UIRouter.BindUIUseCase(UIFormType.SelectRoleForm, useCase);
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = 120;
}
protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
base.OnLeave(procedureOwner, isShutdown);
GameEntry.UIRouter.CloseUIAsync(UIFormType.MenuForm).Forget();
GameEntry.UIRouter.CloseUIAsync(UIFormType.SelectRoleForm).Forget();
}
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
if (_startGame)
{
procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneId.Game);
procedureOwner.SetData<VarInt32>("SelectedRoleId", _selectedRoleId);
ChangeState<ProcedureChangeScene>(procedureOwner);
}
}
#endregion
}
}