137 lines
No EOL
3.9 KiB
C#
137 lines
No EOL
3.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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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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//Time
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bool serviceOpen = false;
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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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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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//Money
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private int gold;
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public int Gold
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{
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get{return gold;}
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set{
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gold = Mathf.Abs(value);
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Debug.Log("Gold : "+gold);
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}
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}
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public void startService()
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{
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serviceTimer=serviceTime;
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serviceOpen=true;
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}
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//Change time scale
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//Return wether game time follow real-time (not scaled)
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public bool toggleSlowMode(float? newTimeScale=null)
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{
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if(newTimeScale is null) //Toggle between default values
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{
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if(Mathf.Approximately(Time.timeScale, 1.0f))
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Time.timeScale = slowScale;
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else
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Time.timeScale = 1.0f;
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}
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else //Set to specific scale
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{
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if(newTimeScale<0.0f)
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Debug.LogError("Trying to set time scale to negative value (rewinding time...) :"+newTimeScale);
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Time.timeScale = (float)newTimeScale;
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}
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// Adjust fixed delta time according to timescale
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// The fixed delta time will now be 0.02 frames per real-time second
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Time.fixedDeltaTime = this.fixedDeltaTime * Time.timeScale;
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//Return wether game time follow real-time (not scaled)
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if(Mathf.Approximately(Time.timeScale, 1.0f))
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return true;
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else
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return false;
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}
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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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// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
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this.fixedDeltaTime = Time.fixedDeltaTime;
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GameObject timerObj = GameObject.Find("/UI/Canvas/ServiceTimer");
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if(timerObj is null)
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{
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Debug.LogWarning("No service timer found");
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UIServiceTimer=null;
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}
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else
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{
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UIServiceTimer=timerObj.GetComponent<UITimer>();
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}
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}
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// Start is called before the first frame update
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void Start()
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{
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startService();
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gold=0;
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}
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// Update is called once per frame
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void Update()
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{
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if(serviceOpen)
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{
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//Update service timer
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serviceTimer-= Time.deltaTime;
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if(UIServiceTimer != null)
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UIServiceTimer.SetValue(serviceTimer/serviceTime);
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if (serviceTimer < 0)
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{
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serviceOpen = false;
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Debug.Log("Service closed");
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}
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//Request new clients
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ClientManager.Instance.clientRequest();
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}
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//Temporary manual slowmode toggle
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if (Input.GetButtonDown("Fire2"))
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{
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toggleSlowMode();
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Debug.Log("Time scale: "+Time.timeScale);
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}
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// Debug.Log("Service timer : "+(int)serviceTimer);
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}
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// simple Singleton implementation
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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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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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internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
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}
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////
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} |