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

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

View file

@ -5,15 +5,27 @@ using UnityEngine;
//Define the global game system of the service. (Singleton) //Define the global game system of the service. (Singleton)
public sealed class GameSystem : MonoBehaviour 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] [HideInInspector]
public bool ready = false; //Wether the GameSystems are initialized public bool ready = false; //Wether the GameSystems are initialized
//Time //Time
bool serviceOpen = false; bool serviceOpen = false;
public float serviceTime = 30.0f; [SerializeField]
float serviceTime = 30.0f;
float serviceTimer = 0.0f; float serviceTimer = 0.0f;
UITimer UIServiceTimer; 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; private float fixedDeltaTime;
//TODO : Effect on gold change //TODO : Effect on gold change
@ -67,6 +79,12 @@ public sealed class GameSystem : MonoBehaviour
//Awake is called when the script instance is being loaded. //Awake is called when the script instance is being loaded.
void Awake() void Awake()
{ {
//Singleton
if (_instance != null && _instance != this)
Destroy(this.gameObject);
else
_instance = this;
if(!ready) if(!ready)
{ {
// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor // 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 //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) //// //// 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 // private class Nested
{ // {
// Explicit static constructor to tell C# compiler // // Explicit static constructor to tell C# compiler
// not to mark type as beforefieldinit // // not to mark type as beforefieldinit
static Nested() // static Nested()
{ // {
} // }
internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>(); // internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
} // }
//// ////
} }

View file

@ -4,8 +4,18 @@ using UnityEngine;
//Define the system managing the stock of goods. (Singleton) //Define the system managing the stock of goods. (Singleton)
//TODO : Update check stock of registered workshops //TODO : Update check stock of registered workshops
public class StockManager : MonoBehaviour public sealed class StockManager : MonoBehaviour
{ {
//Singleton
private static StockManager _instance=null;
public static StockManager Instance { get
{
if(_instance is null)
Debug.LogError("Missing StockManager instance");
return _instance;
}
}
[HideInInspector] [HideInInspector]
public bool ready = false; //Wether the StockManager is initialized public bool ready = false; //Wether the StockManager is initialized
@ -51,7 +61,7 @@ public class StockManager : MonoBehaviour
//Remove workshop //Remove workshop
workshop_register.Remove(workshop); workshop_register.Remove(workshop);
Debug.Log(workshop.gameObject.name+" unregistered by StockManager"); // Debug.Log(workshop.gameObject.name+" unregistered by StockManager");
} }
} }
@ -74,6 +84,12 @@ public class StockManager : MonoBehaviour
//Awake is called when the script instance is being loaded. //Awake is called when the script instance is being loaded.
void Awake() void Awake()
{ {
//Singleton
if (_instance != null && _instance != this)
Destroy(this.gameObject);
else
_instance = this;
if(!ready) if(!ready)
{ {
//Initialize global stock //Initialize global stock
@ -94,21 +110,21 @@ public class StockManager : MonoBehaviour
} }
//// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) //// //// Singleton Implementation (https://jlambert.developpez.com/tutoriels/dotnet/implementation-pattern-singleton-csharp/#LIII) ////
private StockManager() // private StockManager()
{ // {
} // }
public static StockManager Instance { get { return Nested.instance; } } // public static StockManager Instance { get { return Nested.instance; } }
private class Nested // private class Nested
{ // {
// Explicit static constructor to tell C# compiler // // Explicit static constructor to tell C# compiler
// not to mark type as beforefieldinit // // not to mark type as beforefieldinit
static Nested() // static Nested()
{ // {
} // }
internal static readonly StockManager instance = new GameObject("StockManager").AddComponent<StockManager>(); // internal static readonly StockManager instance = new GameObject("StockManager").AddComponent<StockManager>();
} // }
//// ////
} }