Update SIngleton definitions for easier use in Inspector

This commit is contained in:
Antoine H 2021-01-13 15:05:09 +01:00
parent 4289fae167
commit 6e865410d7
3 changed files with 99 additions and 46 deletions

View file

@ -5,15 +5,27 @@ using UnityEngine;
//Define the global game system of the service. (Singleton)
public sealed class GameSystem : MonoBehaviour
{
//Singleton
private static GameSystem _instance=null;
public static GameSystem Instance { get
{
if(_instance is null)
Debug.LogError("Missing GameSystem instance");
return _instance;
}
}
[HideInInspector]
public bool ready = false; //Wether the GameSystems are initialized
//Time
bool serviceOpen = false;
public float serviceTime = 30.0f;
[SerializeField]
float serviceTime = 30.0f;
float serviceTimer = 0.0f;
UITimer UIServiceTimer;
public float slowScale = 0.5f; //Default scale for slow mode
[SerializeField]
float slowScale = 0.5f; //Default scale for slow mode
private float fixedDeltaTime;
//TODO : Effect on gold change
@ -67,6 +79,12 @@ public sealed class GameSystem : MonoBehaviour
//Awake is called when the script instance is being loaded.
void Awake()
{
//Singleton
if (_instance != null && _instance != this)
Destroy(this.gameObject);
else
_instance = this;
if(!ready)
{
// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
@ -129,21 +147,21 @@ public sealed class GameSystem : MonoBehaviour
//public static GameSystem instance { get; private set; } //Give public access to the instance. But only set from this class
//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
private GameSystem()
{
}
// private GameSystem()
// {
// }
public static GameSystem Instance { get { return Nested.instance; } }
// public static GameSystem Instance { get { return Nested.instance; } }
private class Nested
{
// Explicit static constructor to tell C# compiler
// not to mark type as beforefieldinit
static Nested()
{
}
// private class Nested
// {
// // Explicit static constructor to tell C# compiler
// // not to mark type as beforefieldinit
// static Nested()
// {
// }
internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
}
// internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
// }
////
}