mergemilitary/Assets/Scripts/GameManager.cs

67 lines
1.6 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : D_MonoSingleton<GameManager>
{
//for debug
public BlockManager CurrentPlayerBlockMgr;
public BlockManager CurrentEnemyBlockMgr;
public Camera CurrentGameCam;
public int GameSpeed
{
get => mGameSpeed;
set
{
mGameSpeed = value;
Utils.SetGameSpeed(mGameSpeed);
}
}
private int mGameSpeed = 1;
protected override void Initialize()
{
#if USE_IAP
IAPTool.Instance.OnPurchaseDone += OnPurchaseResult;
IAPTool.Instance.OnRestoreDone += OnRestoreResult;
#endif
}
protected override void Dispose()
{
#if USE_IAP
IAPTool.Instance.OnPurchaseDone -= OnPurchaseResult;
IAPTool.Instance.OnRestoreDone -= OnRestoreResult;
#endif
}
private void OnPurchaseResult(string pID, bool pResult)
{
#if USE_IAP
if (pID.Equals(IAPProducts.NoAds))
{
if (pResult)
{
PlayerData.Instance.IsNoAds = true;
}
UIUtils.ShowTips(LanguageConfig.Instance.GetText(pResult ? "BuyNoAdsSucceed" : "BuyNoAdsFail"));
}
UIManager.Instance.CloseUI<PanelLoading>();
#endif
}
private void OnRestoreResult(bool pResult)
{
UIUtils.ShowTips(LanguageConfig.Instance.GetText(pResult ? "RestoreSucceed" : "RestoreFail"));
}
public void LoadGame()
{
GameSpeed = 1;
TimerManager.Instance.ClearAll();
SceneManager.LoadScene("Game");
}
}