Files
cppk-ar/Assets/Scripts/GameSystem.cs
T

78 lines
1.9 KiB
C#

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<IGameComponent> gameComponents { get; private set; } = new List<IGameComponent>();
[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<GameSystem>();
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);
}
}