Files
DeviantMobile-Rohan/Assets/Scripts/Core/GameEvents.cs
2026-06-26 22:41:39 +05:30

196 lines
12 KiB
C#

using UnityEngine;
using System;
/// <summary>
/// GameEvents — Static event bus replacing all FindObjectOfType communication.
/// Zero-allocation pub/sub pattern. All events are static Actions.
/// Subscribe in OnEnable, unsubscribe in OnDisable.
/// </summary>
public static class GameEvents
{
// ─── Match Flow ───────────────────────────────────────────
public static event Action OnMatchStart;
public static event Action<string> OnMatchEnd; // winning teamTag
public static event Action<bool> OnMatchResult; // true = player won
public static event Action<float> OnTimerUpdated; // remaining seconds
public static event Action<string> OnCountdownTick; // "3", "2", "1", "FIGHT!"
public static event Action<bool> OnCombatEnabled; // true = enabled
public static event Action OnOvertimeStart;
// ─── Cash Bag Events ──────────────────────────────────────
public static event Action<CashMag> OnBagSpawned;
public static event Action<CashMag> OnBagCollected; // bag was picked up
public static event Action<CashMag, CashCarrier> OnBagPickedUp; // who picked it
public static event Action<CashMag, Vector3> OnBagDropped; // bag + drop position
public static event Action<CashMag> OnBagDespawned;
public static event Action<int> OnActiveBagCountChanged; // current active count
// ─── Scoring Events ──────────────────────────────────────
public static event Action<string, float, int> OnCashDeposited; // teamTag, value, comboMultiplier
public static event Action<string, float> OnVaultUpdated; // teamTag, newTotal
public static event Action<string, float> OnScoreChanged; // teamTag, totalScore
// ─── Combat Events ───────────────────────────────────────
public static event Action<GameObject, GameObject> OnKill; // killer, victim
public static event Action<GameObject, GameObject, float> OnDamageDealt; // attacker, victim, amount
public static event Action<CashCarrier> OnCarrierKilled; // carrier that was killed
public static event Action<GameObject, int> OnCarrierKillBonus; // killer, bonus points
// ─── Vault Events ────────────────────────────────────────
public static event Action<TeamVault> OnVaultUnderAttack;
public static event Action<TeamVault> OnVaultDefended;
public static event Action<TeamVault, float> OnVaultStolen; // vault, amount stolen
// ─── Extraction Events ───────────────────────────────────
public static event Action<ExtractionVault> OnExtractionVaultSpawned; // vault appeared in world
public static event Action<ExtractionVault, GameObject> OnVaultOpened; // vault, opener — $1,000 instant reward
public static event Action<ExtractionVault, GameObject> OnVaultPickedUp;// vault, carrier — starts encumbrance
public static event Action<ExtractionVault, Vector3> OnVaultDropped; // vault, drop position
public static event Action<CashoutStation, string, float> OnCashoutStarted; // station, teamTag, instantPayout (30%)
public static event Action<CashoutStation, float> OnCashoutProgress; // station, progress 0-1
public static event Action<CashoutStation, string, float> OnCashoutCompleted;// station, teamTag, totalPayout
public static event Action<CashoutStation, string> OnCashoutContested; // station, contestingTeamTag
public static event Action<CashoutStation, string, float> OnCashoutHacked; // station, hackingTeamTag, stolenAmount
public static event Action<string> OnTeamWipe; // wiped teamTag — triggers -30% penalty
public static event Action<GameObject, float> OnKillReward; // killer, reward amount ($200)
public static event Action<GameObject, float> OnRespawnTimerUpdate; // character, remainingSeconds
// ─── Character Events ────────────────────────────────────
public static event Action<GameObject> OnCharacterSpawned;
public static event Action<GameObject> OnCharacterDied;
public static event Action<GameObject> OnCharacterRespawned;
public static event Action<GameObject, GameObject> OnCharacterSwitched; // old, new
// ─── AI Events ───────────────────────────────────────────
public static event Action<AIBrain, AIAction> OnAIActionChanged;
public static event Action<string> OnTeamPing; // "Attack!", "Defend!", etc.
// ─── UI Events ───────────────────────────────────────────
public static event Action<string, string, string> OnKillFeedEntry; // killer, action, victim
public static event Action<string, float> OnPopupMessage; // message, duration
public static event Action<int> OnComboMultiplier; // multiplier value
// ─── Fire Methods (static, no allocation) ────────────────
// Match Flow
public static void FireMatchStart() => OnMatchStart?.Invoke();
public static void FireMatchEnd(string winnerTag) => OnMatchEnd?.Invoke(winnerTag);
public static void FireMatchResult(bool playerWon) => OnMatchResult?.Invoke(playerWon);
public static void FireTimerUpdated(float remaining) => OnTimerUpdated?.Invoke(remaining);
public static void FireCountdownTick(string text) => OnCountdownTick?.Invoke(text);
public static void FireCombatEnabled(bool enabled) => OnCombatEnabled?.Invoke(enabled);
public static void FireOvertimeStart() => OnOvertimeStart?.Invoke();
// Cash Bags
public static void FireBagSpawned(CashMag bag) => OnBagSpawned?.Invoke(bag);
public static void FireBagCollected(CashMag bag) => OnBagCollected?.Invoke(bag);
public static void FireBagPickedUp(CashMag bag, CashCarrier carrier) => OnBagPickedUp?.Invoke(bag, carrier);
public static void FireBagDropped(CashMag bag, Vector3 pos) => OnBagDropped?.Invoke(bag, pos);
public static void FireBagDespawned(CashMag bag) => OnBagDespawned?.Invoke(bag);
public static void FireActiveBagCountChanged(int count) => OnActiveBagCountChanged?.Invoke(count);
// Scoring
public static void FireCashDeposited(string teamTag, float value, int combo) => OnCashDeposited?.Invoke(teamTag, value, combo);
public static void FireVaultUpdated(string teamTag, float total) => OnVaultUpdated?.Invoke(teamTag, total);
public static void FireScoreChanged(string teamTag, float total) => OnScoreChanged?.Invoke(teamTag, total);
// Combat
public static void FireKill(GameObject killer, GameObject victim) => OnKill?.Invoke(killer, victim);
public static void FireDamageDealt(GameObject attacker, GameObject victim, float amount) => OnDamageDealt?.Invoke(attacker, victim, amount);
public static void FireCarrierKilled(CashCarrier carrier) => OnCarrierKilled?.Invoke(carrier);
public static void FireCarrierKillBonus(GameObject killer, int bonus) => OnCarrierKillBonus?.Invoke(killer, bonus);
// Vault
public static void FireVaultUnderAttack(TeamVault vault) => OnVaultUnderAttack?.Invoke(vault);
public static void FireVaultDefended(TeamVault vault) => OnVaultDefended?.Invoke(vault);
public static void FireVaultStolen(TeamVault vault, float amount) => OnVaultStolen?.Invoke(vault, amount);
// Extraction
public static void FireExtractionVaultSpawned(ExtractionVault vault) => OnExtractionVaultSpawned?.Invoke(vault);
public static void FireVaultOpened(ExtractionVault vault, GameObject opener) => OnVaultOpened?.Invoke(vault, opener);
public static void FireVaultPickedUp(ExtractionVault vault, GameObject carrier) => OnVaultPickedUp?.Invoke(vault, carrier);
public static void FireVaultDropped(ExtractionVault vault, Vector3 pos) => OnVaultDropped?.Invoke(vault, pos);
public static void FireCashoutStarted(CashoutStation station, string teamTag, float payout) => OnCashoutStarted?.Invoke(station, teamTag, payout);
public static void FireCashoutProgress(CashoutStation station, float progress) => OnCashoutProgress?.Invoke(station, progress);
public static void FireCashoutCompleted(CashoutStation station, string teamTag, float total) => OnCashoutCompleted?.Invoke(station, teamTag, total);
public static void FireCashoutContested(CashoutStation station, string teamTag) => OnCashoutContested?.Invoke(station, teamTag);
public static void FireCashoutHacked(CashoutStation station, string teamTag, float amount) => OnCashoutHacked?.Invoke(station, teamTag, amount);
public static void FireTeamWipe(string teamTag) => OnTeamWipe?.Invoke(teamTag);
public static void FireKillReward(GameObject killer, float reward) => OnKillReward?.Invoke(killer, reward);
public static void FireRespawnTimerUpdate(GameObject character, float remaining) => OnRespawnTimerUpdate?.Invoke(character, remaining);
// Characters
public static void FireCharacterSpawned(GameObject character) => OnCharacterSpawned?.Invoke(character);
public static void FireCharacterDied(GameObject character) => OnCharacterDied?.Invoke(character);
public static void FireCharacterRespawned(GameObject character) => OnCharacterRespawned?.Invoke(character);
public static void FireCharacterSwitched(GameObject oldChar, GameObject newChar) => OnCharacterSwitched?.Invoke(oldChar, newChar);
// AI
public static void FireAIActionChanged(AIBrain brain, AIAction action) => OnAIActionChanged?.Invoke(brain, action);
public static void FireTeamPing(string message) => OnTeamPing?.Invoke(message);
// UI
public static void FireKillFeedEntry(string killer, string action, string victim) => OnKillFeedEntry?.Invoke(killer, action, victim);
public static void FirePopupMessage(string message, float duration) => OnPopupMessage?.Invoke(message, duration);
public static void FireComboMultiplier(int multiplier) => OnComboMultiplier?.Invoke(multiplier);
/// <summary>
/// Call on scene unload to prevent stale references.
/// </summary>
public static void ClearAll()
{
OnMatchStart = null;
OnMatchEnd = null;
OnMatchResult = null;
OnTimerUpdated = null;
OnCountdownTick = null;
OnCombatEnabled = null;
OnOvertimeStart = null;
OnBagSpawned = null;
OnBagCollected = null;
OnBagPickedUp = null;
OnBagDropped = null;
OnBagDespawned = null;
OnActiveBagCountChanged = null;
OnCashDeposited = null;
OnVaultUpdated = null;
OnScoreChanged = null;
OnKill = null;
OnDamageDealt = null;
OnCarrierKilled = null;
OnCarrierKillBonus = null;
OnVaultUnderAttack = null;
OnVaultDefended = null;
OnVaultStolen = null;
OnExtractionVaultSpawned = null;
OnVaultOpened = null;
OnVaultPickedUp = null;
OnVaultDropped = null;
OnCashoutStarted = null;
OnCashoutProgress = null;
OnCashoutCompleted = null;
OnCashoutContested = null;
OnCashoutHacked = null;
OnTeamWipe = null;
OnKillReward = null;
OnRespawnTimerUpdate = null;
OnCharacterSpawned = null;
OnCharacterDied = null;
OnCharacterRespawned = null;
OnCharacterSwitched = null;
OnAIActionChanged = null;
OnTeamPing = null;
OnKillFeedEntry = null;
OnPopupMessage = null;
OnComboMultiplier = null;
}
}