Update SIngleton definitions for easier use in Inspector
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3 changed files with 99 additions and 46 deletions
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@ -6,13 +6,26 @@ using UnityEditor;
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//Define the system managing the clients. (Singleton)
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public sealed class ClientManager : MonoBehaviour
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{
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//Singleton
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private static ClientManager _instance=null;
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public static ClientManager Instance { get
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{
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if(_instance is null)
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Debug.LogError("Missing ClientManager instance");
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return _instance;
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}
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}
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[HideInInspector]
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public bool ready = false; //Wether the ClientManager is initialized
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public int nbMaxClients = 3;
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[SerializeField]
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int nbMaxClients = 1; //Maximum active clients
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[SerializeField]
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float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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[SerializeField]
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float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
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bool clientSpawnReady = false;
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public float clientSpawnTimer = 0.5f; //Intial time before first spawn (pseudo-random after that)
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public float maxTimeNewClients = 2.0f; //Longest waiting time for new clients
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string ClientRessourceFolder = "Clients";
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private Object[] clients;
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@ -100,6 +113,12 @@ public sealed class ClientManager : MonoBehaviour
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//Awake is called when the script instance is being loaded.
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void Awake()
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{
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//Singleton
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if (_instance != null && _instance != this)
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Destroy(this.gameObject);
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else
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_instance = this;
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if(!ready)
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{
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ClientContainer = GameObject.Find("/GameSystem/ClientManager");
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@ -174,21 +193,21 @@ public sealed class ClientManager : MonoBehaviour
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}
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//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
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private ClientManager()
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{
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}
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// private ClientManager()
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// {
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// }
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public static ClientManager Instance { get { return Nested.instance; } }
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// public static ClientManager Instance { get { return Nested.instance; } }
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private class Nested
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{
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// Explicit static constructor to tell C# compiler
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// not to mark type as beforefieldinit
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static Nested()
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{
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}
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// private class Nested
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// {
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// // Explicit static constructor to tell C# compiler
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// // not to mark type as beforefieldinit
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// static Nested()
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// {
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// }
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internal static readonly ClientManager instance = new GameObject("ClientManager").AddComponent<ClientManager>();
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}
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// internal static readonly ClientManager instance = new GameObject("ClientManager").AddComponent<ClientManager>();
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// }
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////
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}
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