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

115 lines
2.8 KiB
C#

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<IGameComponent> gameComponents { get; private set; } = new List<IGameComponent>();
[SerializeField] UIMainMenu mainMenu;
[Space]
[SerializeField] GameObject[] sigletonComponents;
public event Action OnSceneLoaded;
public Dictionary<string, Location> 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<QRCodeReader>();
qrReader.camTexture.Stop();
var sceneLoadingOperation = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single);
while(!sceneLoadingOperation.isDone) await Task.Yield();
OnSceneLoaded?.Invoke();
FindObjectOfType<SceneHandler>().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<GameSystem>();
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);
}
}