ProjetPatate/Assets/Scripts/GameSystems/GameSystem.cs
2021-01-19 10:46:07 +01:00

171 lines
No EOL
4.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Define the global game system of the service. (Singleton)
public sealed class GameSystem : MonoBehaviour
{
public static string GameSystem_path="/GameSystem";
//Singleton
private static GameSystem _instance=null;
public static GameSystem Instance { get
{
if(_instance is null) //Force Awakening if needed
GameObject.Find(GameSystem_path).GetComponent<GameSystem>().Awake();
return _instance;
}
}
[HideInInspector]
public bool ready = false; //Wether the GameSystems are initialized
//Time
[HideInInspector]
public bool serviceOpen = false;
[SerializeField]
float serviceTime = 30.0f;
float serviceTimer = 0.0f;
UITimer UIServiceTimer;
[SerializeField]
float slowScale = 0.5f; //Default scale for slow mode
private float fixedDeltaTime;
//TODO : Effect on gold change
//Money
private int gold;
public int Gold
{
get{return gold;}
set{
gold = Mathf.Abs(value);
Debug.Log("Gold : "+gold);
}
}
public void startService()
{
serviceTimer=serviceTime;
serviceOpen=true;
}
//Change time scale
//Return wether game time follow real-time (not scaled)
public bool toggleSlowMode(float? newTimeScale=null)
{
if(newTimeScale is null) //Toggle between default values
{
if(Mathf.Approximately(Time.timeScale, 1.0f))
Time.timeScale = slowScale;
else
Time.timeScale = 1.0f;
}
else //Set to specific scale
{
if(newTimeScale<0.0f)
Debug.LogError("Trying to set time scale to negative value (rewinding time...) :"+newTimeScale);
Time.timeScale = (float)newTimeScale;
}
// Adjust fixed delta time according to timescale
// The fixed delta time will now be 0.02 frames per real-time second
Time.fixedDeltaTime = this.fixedDeltaTime * Time.timeScale;
//Return wether game time follow real-time (not scaled)
if(Mathf.Approximately(Time.timeScale, 1.0f))
return true;
else
return false;
}
//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
this.fixedDeltaTime = Time.fixedDeltaTime;
GameObject timerObj = GameObject.Find("/UI/Canvas/ServiceTimer");
if(timerObj is null)
{
Debug.LogWarning("No service timer found");
UIServiceTimer=null;
}
else
{
UIServiceTimer=timerObj.GetComponent<UITimer>();
}
if(ClientManager.Instance.ready && StockManager.Instance.ready)
{
ready=true;
Debug.Log("All GameSystems are ready");
}
}
}
// Start is called before the first frame update
void Start()
{
startService();
gold=0;
}
// Update is called once per frame
void Update()
{
if(serviceOpen)
{
//Update service timer
serviceTimer-= Time.deltaTime;
if(UIServiceTimer != null)
UIServiceTimer.SetValue(serviceTimer/serviceTime);
if (serviceTimer < 0)
{
serviceOpen = false;
Debug.Log("Service closed");
}
}
//Temporary manual slowmode toggle
if (Input.GetButtonDown("Fire2"))
{
toggleSlowMode();
Debug.Log("Time scale: "+Time.timeScale);
}
if (Input.GetButtonDown("Fire3"))
{
toggleSlowMode(2.0f);
Debug.Log("Time scale: "+Time.timeScale);
}
// Debug.Log("Service timer : "+(int)serviceTimer);
}
// simple Singleton implementation
//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()
// {
// }
// 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()
// {
// }
// internal static readonly GameSystem instance = new GameObject("GameSystem").AddComponent<GameSystem>();
// }
////
}