Day 13: Singleton Game Manager

Today we implemented our game flow using another singleton, the GameManager, to coordinate this journey.

Part 1: Game Flow

Previously, we mapped out our game flow so that we know what states we intend to use, and how we can move between them. We implemented some (but not all) of these steps, and those that remain are your responsibility for this week’s assignment.

  1. We start in an inert state that invites us to “Press S to Start”. This is the Menu state and eventually we will replace it with a separate scene with way better UI.
  2. Pressing S takes us to a new game, where the number of lives are set, and the objects for the first round are prepared. Once ready, we will go into the GetReady state and hold there momentarily.
  3. Upon completion of the GetReady state, we move into Playing,
  4. During Playing, the player will have control of the ship and be able to shoot, and the enemies will begin their attack. There are three possible ways to exit this state.
  5. The first way occurs in case of a win condition – the player destroys all of the enemy ships – and are taken to the GameOver state with a win message.
  6. The other two methods are losing conditions – the player object is destroyed by an enemy, or the enemy ship reaches the ground. In this case, the player loses a life, and the round is reset after an oops state, or the game is over if the player has run out of lives.

The first step to build out this structure is for us to create our GameManager object (again created from an empty gameobject), and create the GameManager.cs script for it.

We declare our variable to hold the Singleton…

public static GameManager game; // set up the singleton

… and we assign it. This time, we add in some extra protection to make sure that a version of this singleton does not already exist. This can happen when we move between scenes, if we were to preserve our GameManager object, we might enter a scene that already has a GameManager inside of it. We will test for the instance and destroy if we find one already in place.

private void Awake()
    {
        if (game)
        {
            // the singleton already exists, destroy it
            Destroy(this.gameObject);
        } else
        {
            game = this;
        }
    }

Next we define a number of enumerated values for our various gamestates:

public enum GameState { None, StartMenu, GetReady, Playing, Oops, GameOver}

To implement Step 1, we set up a GameState variable in our script and test against it at appropriate times. For instance, pressing “S” would mean one thing during our Menu stage (it should be interpreted as the “start” command) but might mean something different during gameplay, if we are using our Input.GetAxis(“Horizontal”), which relies on pressing WASD keys. And for the assignment, you can do the same sort of check for the GameOver state looking for a user to press the R key to restart.

    void Update()
    {
        // is it time to start a game
        if (currentState == GameState.StartMenu)
        {
            // is the S key pressed?
            if (Input.GetKeyDown(KeyCode.S))
            {
                // start a new game
                StartNewGame();
            }
        }
        else if (currentState == GameState.GameOver)
        {
            // listen for the R reset command

        }
    }

We can begin to set up the stages. We created a StartNewGame() function that resets the lives left (and later will also reset the score, which is part of this week’s assignment)

We also create ResetRound( ) and StartRound( ) functions. ResetRound( ) is Step 2, and will place the block of enemies in the starting position. We make our Mothership object a prefab, and remove it from the scene, but add the prefab to a GameObject variable in this script. ResetRound instantiates the prefab and stores it in another GameObject variable that is our “currentMothership”. Before we instantiate, we test to see if one already exists. If this returns true, then we probably have arrived here after a player lost a round. We want to reset the enemy objects, so we destroy whatever already exists.

    private void ResetRound()
    {
        // destroy the old mothership if there is one
        if (currentMotherShip) { 
            Destroy(currentMotherShip);
        }
        // spawn the new one
        currentMotherShip = Instantiate(motherShipPrefab);

        // go to the get ready state
        StartCoroutine(GetReady());
    }

Next we transition to the GetReady state, and kicking off a coroutine that will let us pause for 3 seconds, then trigger StartRound( ), which completes Step 3. StartRound( ) moves us to the Playing state, and we remain here until it is time to end a round.

Now that we can get to the playing state, it is time to adjust some of our object behaviors, and make them state dependent.

First, we want to restrict the player movement so that they can only move and shoot while we are in the Playing state. To accomplish this, we add a gamestate check in the Player’s update function. By wrapping the contents with the following “if” statement, we ensure that motion only occurs while in the Playing state.

if (GameManager.game.currentState == GameState.Playing) {
    ....
}

Again, note that there is no need to associate the game manager with any object in our Player script, and no references to be made. “GameManager.game” is available to be called globally.

The next problem is that our enemy object starts moving and shooting during the get ready state. I also don’t like that it continues to move after my player has been destroyed. I want to prevent the possibility of multiple state requests coming in while we are in our Oops state, so I am going to create new scripts in the Enemy object that will be responsible for starting and stopping the coroutines.

Since I am instantiating the Mothership in GameManager, I have access to the object that is the instance in our scene. I add public functions to StartTheAttack( ) [which starts the coroutines previously held in Start( )] and StopTheAttack( ) in the MotherShip.cs script, and then call those from GameManager using:

currentMotherShip.GetComponent<MotherShipScript>().StopTheAttack();

In our StopTheAttack( ) function, we call the StopAllCoroutines( ) function. This will cease any coroutines currently running from the component.

public void StopTheAttack()
{
    StopAllCoroutines();
}

Next, we implemented one of the three conditions that will get us out – specifically the case where an enemy bomb hits the player. We created a PlayerDestroyed( ) function and then call it from a OnCollisionEnter that we add to the Player script.

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.tag == "EnemyBomb")
        {
            // destroy bomb
            Destroy(collision.gameObject);

            //destroy ourselves
            Destroy(this.gameObject);

            // tell the game manager we have been destroyed
            GameManager.game.PlayerDestroyed();
        }
    }

Now when the Player collides with an EnemyBomb, the PlayerDestroyed( ) script is called on the GameManager. PlayerDestroyed adjusts the music, and then moves us to the Oops state, through a coroutine.

public void PlayerDestroyed()
{
    // make the explosion noise
    SoundManager.S.MakePlayerExplosion();

    // begin the oops state
    StartCoroutine(OopsState());
}

private IEnumerator OopsState()
{
    // go into the oops gamestate
    currentState = GameState.Oops;

    // reduce the lives by 1
    livesRemaining--;

    // tell the mothership to stop the attack
    currentMotherShip.GetComponent<MotherShipScript>().StopTheAttack();

    // pause for 2 seconds
    yield return new WaitForSeconds(2f);

    // decide if we reset or if the game is over
    if (livesRemaining > 0)
    {
        // we live to play another day, reset theround
        ResetRound();
    } else
    {
        // go to the game over state
        currentState = GameState.GameOver;
    }
}

We start the OopsState coroutine by putting the game into the “oops” gamestate, and we the Mothership to stop moving and dropping bombs. Then we yield activity for a few seconds to pause the action. During this time, each object’s Update( ) command will be called on each frame. This is why we move into a different game-state, and have objects test against that state – because the game engine keeps running even when our game flow is taking a rest. We use these variables to help the other objects exhibit the proper behavior.



GameManager.cs
using System.Collections;
using UnityEngine;
using UnityEngine.UI;

public enum GameState { None, StartMenu, GetReady, Playing, Oops, GameOver}

public class GameManager : MonoBehaviour
{
    // game variables
    public GameState currentState = GameState.None;
    public int score = 0;
    public int livesRemaining = 0;
    private int LIVES_AT_START = 3;

    // game objects
    public GameObject motherShipPrefab;
    private GameObject currentMotherShip;

    // UI objects
    public Text messageOverlay;

    // Singleton Variable
    public static GameManager game;

    private void Awake()
    {
        if (game)
        {
            // the singleton already exists, destroy it
            Destroy(this.gameObject);
        } else
        {
            game = this;
        }
            
    }

    void Start()
    {
        // set the gamestate to start
        currentState = GameState.StartMenu;
        
        // set up the press s to start message

    }

    void Update()
    {
        // is it time to start a game
        if (currentState == GameState.StartMenu)
        {
            // is the S key pressed?
            if (Input.GetKeyDown(KeyCode.S))
            {
                // start a new game
                StartNewGame();
            }
        }
        else if (currentState == GameState.GameOver)
        {
            // listen for the R reset command

        }
    }

    private void StartNewGame()
    {
        // reset the score
        score = 0;

        // reset the lives
        livesRemaining = LIVES_AT_START;

        // turn off the start message

        // start the round
        ResetRound();
    }

    private void ResetRound()
    {
        // destroy the old mothership if there is one
        if (currentMotherShip) { 
            Destroy(currentMotherShip);
        }
        // spawn the new one
        currentMotherShip = Instantiate(motherShipPrefab);

        // spawn a player


        // go to the get ready state
        StartCoroutine(GetReady());
    }

    private IEnumerator GetReady()
    {
        // set the state
        currentState = GameState.GetReady;

        // start the music
        SoundManager.S.startTheMusic();

        // Set our screen message
        messageOverlay.text = "Get Ready";

        // wait for a few seconds
        yield return new WaitForSeconds(2f);

        messageOverlay.text = "running";

        // start playing
        StartRound();
    }

    private void StartRound()
    {
        // tell the mother ship to start
        currentMotherShip.GetComponent<MotherShipScript>().StartTheAttack();

        // gamestate changes to playing
        currentState = GameState.Playing;
    }

    public void PlayerDestroyed()
    {
        // explode the player and stop the music
        SoundManager.S.MakePlayerExplosion();


        // oops state
        StartCoroutine(OopsState());

    }

    private IEnumerator OopsState()
    {
        // sett the gamestate
        currentState = GameState.Oops;

        // reduce my life count
        livesRemaining--;

        // tell the mothership to stop the attack
        currentMotherShip.GetComponent<MotherShipScript>().StopTheAttack();

        // pause for 2 seconds
        yield return new WaitForSeconds(2f);

        // do we reset the game? 
        if (livesRemaining > 0)
        {
            ResetRound();
        } else
        {
            // game is over
            currentState = GameState.GameOver;

            messageOverlay.text = "GameOver";
        }
    }
}

PlayerScript.cs
using UnityEngine;

public class PlayerScript : MonoBehaviour
{
    public float speed; // max speed of movement
    public float MAX_OFFSET;  // how far can the player move from center

    public GameObject bulletPrefab;

    // Update is called once per frame
    void Update()
    {
        if (GameManager.game.currentState == GameState.Playing)
        {
            MovePlayer();
        }
    }

    private void MovePlayer()
    {
        Vector3 currentPosition = transform.position; // get our current location

        // move the player object horizontally
        currentPosition.x = currentPosition.x + (Input.GetAxisRaw("Horizontal") * speed * Time.deltaTime);

        // clamp our values
        currentPosition.x = Mathf.Clamp(currentPosition.x, -MAX_OFFSET, MAX_OFFSET);

        // return the final position
        transform.position = currentPosition;

        // check for firing
        if (Input.GetKeyDown(KeyCode.Space))
        {
            FireBullet();
        }
    }

    private void FireBullet()
    {
        Instantiate(bulletPrefab, transform.position + Vector3.up, Quaternion.identity);
    }

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.tag == "EnemyBomb")
        {
            // destroy bomb
            Destroy(collision.gameObject);

            //destroy ourselves
            Destroy(this.gameObject);

            // tell the game manager we have been destroyed
            GameManager.game.PlayerDestroyed();
        }
    }
}


MotherShipScript.cs
using System.Collections;
using UnityEngine;

public class MotherShipScript : MonoBehaviour
{
    public int stepsToSide;
    public float sideStepUnits;
    public float downStepUnits;
    public float timeBetweenSteps;
    public float timeBetweenBombs;

    public bool _isRunning = false;

    public void StartTheAttack()
    {
        StartCoroutine(MoveMother());
        StartCoroutine(SendABomb());
    }

    public void StopTheAttack()
    {
        StopAllCoroutines();
    }

    public IEnumerator MoveMother()
    {
        // define our move vectors
        Vector3 sideVector = Vector3.right * sideStepUnits;
        Vector3 downVector = Vector3.down * downStepUnits;

        // move our enemies until there are no enemies left
        while(transform.childCount > 0)
        {
            // step one: move sidestep  units to the side, do this x times
            for(int i = 0; i < stepsToSide; i++)
            {
                // move sidestep
                transform.position += sideVector;

                // wait for the next move
                yield return new WaitForSeconds(timeBetweenSteps);

                // verify that we are all still here
                if (transform.childCount <= 0)
                {
                    Debug.Log("All Enemies Destroyed");
                    SoundManager.S.stopTheMusic();
                    StopTheAttack();
                }

            }

            // step two: move downstep units down, do this once
            transform.position += downVector;

            // wait for the next move
            yield return new WaitForSeconds(timeBetweenSteps);

            // switch direction
            sideVector *= -1f;
        }

        Debug.Log("Mothership has no children");
        _isRunning = false;
    }

    public IEnumerator SendABomb()
    {
        // record that we are running
        _isRunning = true;

        while (_isRunning)
        {
            // how many children do I have?
            int enemyCount = transform.childCount;

            // if we have children
            if (enemyCount > 0)
            {
                // pick one at random
                int enemyIndex = Random.Range(0, enemyCount);

                // get that object
                Transform thisEnemy = transform.GetChild(enemyIndex);

                // get the enemy script
                EnemyScript thisEnemyScript = thisEnemy.GetComponent<EnemyScript>();

                // check to make sure there is a valid enemyscript
                if (thisEnemyScript)
                {
                    // drop the bomb
                    thisEnemyScript.DropABomb();
                }

            } else
            {
                // no more children, stop running
                _isRunning = false;
            }

            yield return new WaitForSeconds(timeBetweenBombs);
        }
    }
}