using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace SanAndreasUnity.Behaviours {
public class SceneChangedMessage {
public Scene s1;
public Scene s2;
}
public class GameManager : MonoBehaviour {
public static GameManager Instance { get ; private set ; }
public static bool CursorLocked { get ; private set ; }
public Texture2D logoTexture = null;
public GameObject barPrefab;
/// Are we in a startup scene ?
public static bool IsInStartupScene { get { return UnityEngine.SceneManagement.SceneManager.GetActiveScene ().buildIndex == 0; } }
private void Awake() {
if (null == Instance)
Instance = this;
}
void OnEnable ()
{
SceneManager.activeSceneChanged += this.OnSceneChangedInternal;
}
void OnDisable ()
{
SceneManager.activeSceneChanged -= this.OnSceneChangedInternal;
}
void OnSceneChangedInternal (Scene s1, Scene s2)
{
Utilities.F.SendMessageToObjectsOfType("OnSceneChanged", new SceneChangedMessage() {s1 = s1, s2 = s2});
}
void Start () {
}
void Update () {
// Fix cursor state if it has been 'broken', happens eg. with zoom gestures in the editor in macOS
if (CursorLocked && ((Cursor.lockState != CursorLockMode.Locked) || (Cursor.visible)))
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
public static bool CanPlayerReadInput() {
return Loader.HasLoaded && !UI.PauseMenu.IsOpened;
}
public static void ChangeCursorState(bool locked)
{
CursorLocked = locked;
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
Cursor.visible = !locked;
}
public static void ExitApplication() {
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit ();
#endif
}
public static void SetMaxFps (int maxFps)
{
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = maxFps;
}
public static int GetMaxFps ()
{
if (!IsFpsLimited ())
return 0;
return Application.targetFrameRate;
}
public static bool IsFpsLimited ()
{
return QualitySettings.vSyncCount == 0;
}
}
}