R.cs 3.2 KB

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  1. using System;
  2. using GameWorld;
  3. using LitJson;
  4. using UnityEngine;
  5. public static class R
  6. {
  7. public static EffectController Effect
  8. {
  9. get
  10. {
  11. return SingletonMono<EffectController>.Instance;
  12. }
  13. }
  14. public static GameObject Windy
  15. {
  16. get
  17. {
  18. GameObject result;
  19. if ((result = R._windy) == null)
  20. {
  21. result = (R._windy = GameObject.FindGameObjectWithTag("Windy"));
  22. }
  23. return result;
  24. }
  25. }
  26. public static Equipment Equipment
  27. {
  28. get
  29. {
  30. return R.GameData.Equipment;
  31. }
  32. }
  33. public static GameData GameData
  34. {
  35. get
  36. {
  37. GameData result;
  38. if ((result = R._gameData) == null)
  39. {
  40. result = (R._gameData = new GameData());
  41. }
  42. return result;
  43. }
  44. set
  45. {
  46. R._gameData = value;
  47. }
  48. }
  49. public static SettingData Settings
  50. {
  51. get
  52. {
  53. if (R._settings != null)
  54. {
  55. return R._settings;
  56. }
  57. if (PlayerPrefs.HasKey("GameSettings"))
  58. {
  59. R._settings = JsonMapper.ToObject<SettingData>(PlayerPrefs.GetString("GameSettings"));
  60. Log.Info("Settings are loaded");
  61. }
  62. else
  63. {
  64. R._settings = new SettingData();
  65. Log.Info("Settings are created");
  66. }
  67. return R._settings;
  68. }
  69. }
  70. public static UIController Ui
  71. {
  72. get
  73. {
  74. return SingletonMono<UIController>.Instance;
  75. }
  76. }
  77. public static AudioManager Audio
  78. {
  79. get
  80. {
  81. return SingletonMono<AudioManager>.Instance;
  82. }
  83. }
  84. public static SceneGateManager SceneGate
  85. {
  86. get
  87. {
  88. return SingletonMono<SceneGateManager>.Instance;
  89. }
  90. }
  91. public static void DeadReset()
  92. {
  93. R.Mode.Reset();
  94. Cliff.Reset();
  95. WorldTime.Reset();
  96. R.Ui.Reset();
  97. Log.Info("死亡重置数据");
  98. }
  99. public static void RoundReset()
  100. {
  101. R.Mode.Reset();
  102. Cliff.Reset();
  103. WorldTime.Reset();
  104. RoundStorage.Clear();
  105. PlayerAction.Reborn();
  106. R.GameData.BattleZoneDict.Clear();
  107. R.Ui.Reset();
  108. Log.Info("周目结束重置数据");
  109. }
  110. public static void SaveReset()
  111. {
  112. R.Equipment.Clear();
  113. R.Mode.Reset();
  114. R.SceneData.Clear();
  115. R.GameData.Reset();
  116. BattleAssessmentManager.Reset();
  117. Cliff.Reset();
  118. PlayerAction.Reset();
  119. WorldTime.Reset();
  120. R.Ui.Reset();
  121. UIStartController.IsEnterWithVoice = false;
  122. SaveManager.AutoDelete();
  123. Log.Info("删档重置数据");
  124. }
  125. public static void PauseGame()
  126. {
  127. WorldTime.Pause();
  128. EventManager.PostEvent<UIPauseController, PauseGameArgs>("PauseGame", R.Ui.Pause, PauseGameArgs.Pause);
  129. R.Audio.PauseVoiceOver();
  130. }
  131. public static void ResumeGame()
  132. {
  133. WorldTime.Resume();
  134. EventManager.PostEvent<UIPauseController, PauseGameArgs>("PauseGame", R.Ui.Pause, PauseGameArgs.Resume);
  135. R.Audio.ResumeVoiceOver();
  136. }
  137. public static readonly EnemyManager Enemy = new EnemyManager();
  138. public static readonly PlayerManager Player = new PlayerManager();
  139. public static readonly CameraManager Camera = new CameraManager();
  140. public static readonly SceneData SceneData = new SceneData();
  141. public static readonly Mode Mode = new Mode();
  142. public static CoroutineManager Coroutine = new CoroutineManager();
  143. private static GameObject _windy;
  144. private static GameData _gameData;
  145. private static SettingData _settings;
  146. public static TrophyManager Trophy = new TrophyManager();
  147. }