63 lines
1.8 KiB
C#

using System.Collections;
using Management;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace State.Game
{
public class MainMenuState : MainGameState
{
private MainMenu _mainMenuInstance;
public override void OnEnter(Machine machine)
{
base.OnEnter(machine);
var handle = SceneManager.LoadSceneAsync("MainMenu", LoadSceneMode.Additive);
machine.StartCoroutine(LoadMenu(handle));
}
private IEnumerator LoadMenu(AsyncOperation handle)
{
while (!handle.isDone)
{
yield return null;
}
SceneManager.SetActiveScene(SceneManager.GetSceneByName("MainMenu"));
_mainMenuInstance = Object.Instantiate(MainStateMachine.MainMenuPrefab).GetComponent<MainMenu>();
if (_mainMenuInstance == null)
{
Debug.LogError("Error: MainMenu instance is null");
}
_mainMenuInstance.OnStartGame += HandleStartGame;
_mainMenuInstance.OnExitGame += () =>
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
};
}
public override void OnExit()
{
Object.Destroy(_mainMenuInstance.gameObject);
base.OnExit();
}
private void HandleStartGame()
{
StateMachine.StartCoroutine(ExecuteStartGame());
}
private IEnumerator ExecuteStartGame()
{
_mainMenuInstance.OnStartGame -= HandleStartGame;
Services.Instance.ShowTransition(true);
yield return new WaitForSeconds(2f);
StateMachine.ChangeState(new StartGameState());
}
}
}