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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@ -5,15 +5,27 @@ using UnityEngine;
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//Define the global game system of the service. (Singleton)
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public sealed class GameSystem : MonoBehaviour
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{
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//Singleton
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private static GameSystem _instance=null;
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public static GameSystem Instance { get
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{
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if(_instance is null)
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Debug.LogError("Missing GameSystem 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 GameSystems are initialized
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//Time
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bool serviceOpen = false;
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public float serviceTime = 30.0f;
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[SerializeField]
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float serviceTime = 30.0f;
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float serviceTimer = 0.0f;
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UITimer UIServiceTimer;
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public float slowScale = 0.5f; //Default scale for slow mode
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[SerializeField]
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float slowScale = 0.5f; //Default scale for slow mode
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private float fixedDeltaTime;
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//TODO : Effect on gold change
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@ -67,6 +79,12 @@ public sealed class GameSystem : 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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// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
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@ -129,21 +147,21 @@ public sealed class GameSystem : MonoBehaviour
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//public static GameSystem instance { get; private set; } //Give public access to the instance. But only set from this class
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//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
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private GameSystem()
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{
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}
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// private GameSystem()
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// {
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// }
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public static GameSystem Instance { get { return Nested.instance; } }
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// public static GameSystem 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 GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
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}
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// internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
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// }
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////
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}
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