refactor on journey runtime manager
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@ -23,8 +23,6 @@ namespace Intrepid.Gameplay.Journey.Runtime
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[GroupInjections, SerializeField] private JourneyGameplayGate gameplayGate;
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[GroupInjections, SerializeField] private JourneyLandingService landingService;
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public bool IsBooted { get; private set; }
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public void StartBoot(
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JourneyRuntimeBootMode bootMode,
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Action<StageTag> onFinished,
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@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using Intrepid.Diagnostics;
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using Intrepid.FSM;
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@ -9,7 +10,8 @@ namespace Intrepid.Gameplay.Journey.Runtime.Loading
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private FStateMachine<StageTag, StageLoadingService> StateMachine { get; } = new();
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private IState<StageTag, StageLoadingService> CurrentState => StateMachine.GetCurrentState();
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public StageTag CurrentStageTag => CurrentState.GetStateKey();
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public StageTag CurrentStageTag => CurrentState?.GetStateKey();
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public bool HasCurrentStage => CurrentStageTag.IsNotNull();
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public bool IsLoadingFinished => CurrentState?.Implementation()?.IsLoadingFinished ?? false;
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public bool IsRunning => StateMachine.IsRunning;
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@ -28,10 +28,7 @@ namespace Intrepid.Gameplay.Journey.Runtime.Transition
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private Action<JourneyTravelRequest> OnFinished { get; set; }
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private Action<JourneyTravelRequest> OnFailed { get; set; }
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public JourneyStageLoader StageLoader => stageLoader;
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public JourneyLandingService LandingService => landingService;
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public JourneyGameplayGate GameplayGate => gameplayGate;
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public bool IsRunning => CurrentRequest is not null;
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public bool IsProcessFinished =>
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CurrentRequest is not null &&
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