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