using System; using System.Linq; using System.Collections; using System.Threading.Tasks; using System.Collections.Generic; using DG.Tweening; 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; [SerializeField] CanvasGroup loadingCanvas; public event Action OnSceneLoaded; public void LoadScene(string sceneName) { if(!loadingCanvas.gameObject.activeSelf) loadingCanvas.gameObject.SetActive(true); loadingCanvas.DOFade(1, .5f).OnComplete(async() => { var qrReader = FindObjectOfType(); qrReader.camTexture.Stop(); var sceneLoadingOperation = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single); while(!sceneLoadingOperation.isDone) await Task.Yield(); OnSceneLoaded?.Invoke(); loadingCanvas.gameObject.SetActive(false); }); } 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); } }