2020-05-31 17:07:22 +00:00
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace SanAndreasUnity.Behaviours {
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public class SceneChangedMessage {
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public Scene s1;
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public Scene s2;
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}
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public class GameManager : MonoBehaviour {
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public static GameManager Instance { get ; private set ; }
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public static bool CursorLocked { get ; private set ; }
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public Texture2D logoTexture = null;
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public GameObject barPrefab;
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2019-06-22 18:42:12 +00:00
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[SerializeField] [Range(10, 100)] private int m_defaultMaxFps = 60;
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2019-07-21 18:18:54 +00:00
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[SerializeField] [Range(10, 100)] private int m_defaultMaxFpsOnMobile = 25;
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2019-06-22 18:42:12 +00:00
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2019-07-27 16:23:24 +00:00
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[SerializeField] [Range(5, 100)] int m_defaultPhysicsUpdateRate = 30;
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[SerializeField] [Range(5, 100)] int m_defaultPhysicsUpdateRateOnMobile = 20;
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2019-06-23 00:13:55 +00:00
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public Vector2 cursorSensitivity = new Vector2(2f, 2f);
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2020-05-31 17:07:22 +00:00
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/// <summary> Are we in a startup scene ? </summary>
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public static bool IsInStartupScene { get { return UnityEngine.SceneManagement.SceneManager.GetActiveScene ().buildIndex == 0; } }
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private void Awake() {
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if (null == Instance)
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Instance = this;
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2019-07-27 16:23:24 +00:00
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// set default max fps
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2019-07-21 18:18:54 +00:00
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if (Application.isMobilePlatform)
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SetMaxFps(m_defaultMaxFpsOnMobile);
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else
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SetMaxFps(m_defaultMaxFps);
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2019-06-22 18:42:12 +00:00
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2019-07-27 16:23:24 +00:00
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// set default physics update rate
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if (Application.isMobilePlatform)
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Time.fixedDeltaTime = 1.0f / m_defaultPhysicsUpdateRateOnMobile;
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else
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Time.fixedDeltaTime = 1.0f / m_defaultPhysicsUpdateRate;
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2020-05-31 17:07:22 +00:00
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}
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void OnEnable ()
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{
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SceneManager.activeSceneChanged += this.OnSceneChangedInternal;
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}
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void OnDisable ()
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{
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SceneManager.activeSceneChanged -= this.OnSceneChangedInternal;
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}
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void OnSceneChangedInternal (Scene s1, Scene s2)
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{
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Utilities.F.SendMessageToObjectsOfType<MonoBehaviour>("OnSceneChanged", new SceneChangedMessage() {s1 = s1, s2 = s2});
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}
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void Start () {
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}
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void Update () {
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// Fix cursor state if it has been 'broken', happens eg. with zoom gestures in the editor in macOS
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if (CursorLocked && ((Cursor.lockState != CursorLockMode.Locked) || (Cursor.visible)))
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{
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.visible = false;
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}
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}
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public static bool CanPlayerReadInput() {
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return Loader.HasLoaded && !UI.PauseMenu.IsOpened;
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}
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2019-07-27 15:07:35 +00:00
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public static void ChangeCursorState(bool locked, bool updateVisibility = true)
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2020-05-31 17:07:22 +00:00
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{
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CursorLocked = locked;
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Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
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2019-07-27 15:07:35 +00:00
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if (updateVisibility)
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Cursor.visible = !locked;
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2020-05-31 17:07:22 +00:00
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}
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public static void ExitApplication() {
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#else
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Application.Quit ();
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#endif
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}
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public static void SetMaxFps (int maxFps)
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{
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QualitySettings.vSyncCount = 0;
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Application.targetFrameRate = maxFps;
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}
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public static int GetMaxFps ()
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{
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if (!IsFpsLimited ())
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return 0;
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return Application.targetFrameRate;
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}
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public static bool IsFpsLimited ()
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{
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return QualitySettings.vSyncCount == 0;
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}
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}
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}
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