Game_CodeMM/Assets/00_scripts/Events/TurnScripts/TurnManagerSingleton.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TurnManagerSingleton : MonoBehaviour
{
public static TurnManagerSingleton Instance { get; private set; }
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[SerializeField] private TurnManager turnManager;
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[SerializeField] private bool needDebugLog = true;
// private readonly TurnManagerEvent turnManagerEvent = new TurnManagerEvent();
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private void Awake()
{
if (Instance != null && Instance != this) Destroy(gameObject);
Instance = this;
DontDestroyOnLoad(gameObject);
if (turnManager == null) turnManager = GetComponent<TurnManager>();
}
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public bool GetNeedDebugLog() => needDebugLog;
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public void print_msg(string msg_from, string msg_title, string msg_content) => print($"[{msg_from}][{msg_title}]: {msg_content}");
public Card take_out_one_card() => turnManager.take_out_one_card();
public void drop_out_one_card(Card card) => turnManager.drop_out_one_card(card);
// public void SetCardManagerLockOneCardBeingUsed(bool isLock) => cardManager.SetLockOneCardBeingUsed(isLock);
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// public bool CompareManagerState(TurnManager.TurnManagerStateEnum targetState)
// {
// TurnManager.TurnManagerStateEnum srcState = turnManager.GetTurnManagerState();
// if (srcState == targetState) return true;
// Debug.LogError($"[流程验证失败]系统正在执行其他流程: {srcState}, 期望流程: {targetState}");
// return false;
// }
//
// public void PrintErrorMsg(string msg_from, string msg_title, string msg_content) =>
// Debug.LogError($"[{msg_from}][{msg_title}]: {msg_content}");
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}