using UnityEngine;
using UnityEngine.UI;
using TMPro;
using RR.Game2D.Core.Managers;
using RR.Common.Settings;
namespace RR.Common.UI
{
public class MainMenu : MonoBehaviour
{
[Header("Кнопки")]
[SerializeField] private Button newGameButton;
[SerializeField] private Button quitButton;
[Header("Тексты")]
[SerializeField] private TextMeshProUGUI paymentText;
private RR.Common.Managers.PaymentManager _paymentManager;
private RR.Common.Settings.SettingsManager _settingsManager;
private void Start()
{
_paymentManager = RR.Common.Managers.PaymentManager.Instance;
_settingsManager = RR.Common.Settings.SettingsManager.Instance;
Bootstrap();
if (Application.platform == RuntimePlatform.WebGLPlayer)
{
quitButton.gameObject.SetActive(false);
}
if (_paymentManager != null)
_paymentManager.OnCreditsChanged.AddListener(OnCreditsChanged);
if (_settingsManager != null)
{
_settingsManager.OnSettingsLoaded += OnSettingsChanged;
_settingsManager.OnSettingsSaved += OnSettingsChanged;
}
}
private void OnDestroy()
{
if (_paymentManager != null)
_paymentManager.OnCreditsChanged.RemoveListener(OnCreditsChanged);
if (_settingsManager != null)
{
_settingsManager.OnSettingsLoaded -= OnSettingsChanged;
_settingsManager.OnSettingsSaved -= OnSettingsChanged;
}
}
///
/// Метод для загрузки элементов сцены.
/// Вешает события на кнопки
///
private void Bootstrap()
{
if (newGameButton)
{
newGameButton.onClick.AddListener(OnNewGame);
// Устанавливаем начальное состояние кнопки
UpdatePlayButtonState();
}
if (quitButton) quitButton.onClick.AddListener(OnQuit);
}
///
/// Метод начала новой игры
///
private static void OnNewGame()
{
GameManager.Instance.NewGame();
}
///
/// Метод выхода из игры
///
private static void OnQuit()
{
Application.Quit();
}
private void OnCreditsChanged(int credits)
{
UpdatePlayButtonState(credits);
}
private void OnSettingsChanged()
{
UpdatePlayButtonState();
}
private void UpdatePlayButtonState(int credits = -1)
{
if (credits < 0)
credits = _paymentManager?.CreditsCount ?? 0;
// Проверяем только через SettingsManager, так как PaymentManager обновляется с задержкой
if (_settingsManager != null && _settingsManager.GetBool("payment.freeGame"))
{
newGameButton.interactable = true;
paymentText.gameObject.SetActive(false);
return;
}
paymentText.gameObject.SetActive(true);
if (!newGameButton) return;
bool canStartGame = credits >= 1;
newGameButton.interactable = canStartGame;
paymentText.gameObject.SetActive(!canStartGame);
}
}
}