using System; using System.Linq; using System.Collections; using System.Threading.Tasks; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class GameSystem : MonoBehaviour { public static GameSystem Instance { get; private set; } public List gameComponents { get; private set; } = new List(); [SerializeField] GameObject[] sigletonComponents; public event Action OnSceneLoaded; public async void LoadScene(string sceneName) { var sceneLoadingOperation = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single); while(!sceneLoadingOperation.isDone) await Task.Yield(); OnSceneLoaded?.Invoke(); } public void AddGameComponent(IGameComponent component) { if(!gameComponents.Contains(component)) gameComponents.Add(component); } void Awake() { foreach(var item in sigletonComponents) DontDestroyOnLoad(item.gameObject); Instance = this; } void Start() { GameSystem[] gameSystems = FindObjectsOfType(); if(gameSystems.Length > 1) { Destroy(this.gameObject); return; } DontDestroyOnLoad(this); QRCodeReader.Instance.OnQRCodeRead += LoadScene; } void Update() { Parallel.ForEach(gameComponents, component => component.OnUpdate()); } void FixedUpdate() { Parallel.ForEach(gameComponents, component => component.OnFixedUpdate()); } void LateUpdate() { Parallel.ForEach(gameComponents, component => component.OnLateUpdate()); } public void RemoveGameComponent(IGameComponent component) { if(gameComponents.Contains(component)) gameComponents.Remove(component); } }