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 enum Location { Pechatniki, Sherbinka, BulevardSlavyanski, Solnechaya, Shukinskaya, AprelevkaDepo } public class GameSystem : MonoBehaviour { public static GameSystem Instance { get; private set; } public List gameComponents { get; private set; } = new List(); [SerializeField] UIMainMenu mainMenu; [Space] [SerializeField] GameObject[] sigletonComponents; public event Action OnSceneLoaded; public Dictionary locationsName { get; private set; } = new() { {"StationPechatnici", Location.Pechatniki}, {"1", Location.Sherbinka}, {"StationSlavyanskyBoulevard", Location.BulevardSlavyanski}, {"StationSolnechnaya", Location.Solnechaya}, {"StationShchukinskaya", Location.Shukinskaya}, {"3", Location.AprelevkaDepo} }; public async void LoadScene(string sceneName) { mainMenu.UpdateLocationMenu(locationsName[sceneName]); var qrReader = FindObjectOfType(); qrReader.camTexture.Stop(); var sceneLoadingOperation = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single); while(!sceneLoadingOperation.isDone) await Task.Yield(); OnSceneLoaded?.Invoke(); FindObjectOfType().OnSceneLoaded += ()=> { mainMenu.gameObject.SetActive(true); }; } public void LeaveScene() { var sceneLoadingOperation = SceneManager.LoadSceneAsync("MainMenu", LoadSceneMode.Single); } 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); } void Update() { for(int i = 0; i < gameComponents.Count; i++) gameComponents[i].OnUpdate(); } void FixedUpdate() { for(int i = 0; i < gameComponents.Count; i++) gameComponents[i].OnFixedUpdate(); } void LateUpdate() { for(int i = 0; i < gameComponents.Count; i++) gameComponents[i].OnLateUpdate(); } public void RemoveGameComponent(IGameComponent component) { if(gameComponents.Contains(component)) gameComponents.Remove(component); } }