[Misc] Singleton pattern improvements, get rid of warnings and errors
This commit is contained in:
@@ -6,6 +6,8 @@
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
private static GameManager _instance;
|
||||
private static bool _isQuitting = false;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton instance of the GameManager.
|
||||
/// </summary>
|
||||
@@ -13,14 +15,14 @@ public class GameManager : MonoBehaviour
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
if (_instance == null && Application.isPlaying && !_isQuitting)
|
||||
{
|
||||
_instance = FindAnyObjectByType<GameManager>();
|
||||
if (_instance == null)
|
||||
{
|
||||
var go = new GameObject("GameManager");
|
||||
_instance = go.AddComponent<GameManager>();
|
||||
DontDestroyOnLoad(go);
|
||||
// DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
@@ -33,7 +35,12 @@ public class GameManager : MonoBehaviour
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
}
|
||||
|
||||
// Accessors for game settings
|
||||
|
||||
@@ -62,42 +62,4 @@ public class GameSettings : ScriptableObject
|
||||
[Header("Item Configuration")]
|
||||
public System.Collections.Generic.List<CombinationRule> combinationRules;
|
||||
public System.Collections.Generic.List<SlotItemConfig> slotItemConfigs;
|
||||
|
||||
// Singleton pattern
|
||||
private static GameSettings _instance;
|
||||
/// <summary>
|
||||
/// Singleton instance of GameSettings loaded from Resources.
|
||||
/// </summary>
|
||||
public static GameSettings Instance {
|
||||
get {
|
||||
if (_instance == null) {
|
||||
_instance = Resources.Load<GameSettings>("GameSettings");
|
||||
if (_instance == null) {
|
||||
Debug.LogError("GameSettings asset not found in Resources folder!");
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
}
|
||||
}
|
||||
|
||||
// Static property wrappers for easy access
|
||||
public static float PlayerStopDistance => Instance.playerStopDistance;
|
||||
public static float FollowerPickupDelay => Instance.followerPickupDelay;
|
||||
public static float FollowDistance => Instance.followDistance;
|
||||
public static float ManualMoveSmooth => Instance.manualMoveSmooth;
|
||||
public static float ThresholdFar => Instance.thresholdFar;
|
||||
public static float ThresholdNear => Instance.thresholdNear;
|
||||
public static float StopThreshold => Instance.stopThreshold;
|
||||
public static float MoveSpeed => Instance.moveSpeed;
|
||||
public static float StopDistance => Instance.stopDistance;
|
||||
public static bool UseRigidbody => Instance.useRigidbody;
|
||||
public static float FollowUpdateInterval => Instance.followUpdateInterval;
|
||||
public static float FollowerSpeedMultiplier => Instance.followerSpeedMultiplier;
|
||||
public static float HeldIconDisplayHeight => Instance.heldIconDisplayHeight;
|
||||
public static GameObject BasePickupPrefab => Instance.basePickupPrefab;
|
||||
public static float EndlessDescenderLerpSpeed => Instance.endlessDescenderLerpSpeed;
|
||||
public static float EndlessDescenderMaxOffset => Instance.endlessDescenderMaxOffset;
|
||||
public static float EndlessDescenderClampXMin => Instance.endlessDescenderClampXMin;
|
||||
public static float EndlessDescenderClampXMax => Instance.endlessDescenderClampXMax;
|
||||
public static float EndlessDescenderSpeedExponent => Instance.endlessDescenderSpeedExponent;
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ using UnityEngine.SceneManagement;
|
||||
public class SceneManagerService : MonoBehaviour
|
||||
{
|
||||
private static SceneManagerService _instance;
|
||||
private static bool _isQuitting = false;
|
||||
/// <summary>
|
||||
/// Singleton instance of the SceneManagerService.
|
||||
/// </summary>
|
||||
@@ -17,14 +18,14 @@ public class SceneManagerService : MonoBehaviour
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
if (_instance == null && Application.isPlaying && !_isQuitting)
|
||||
{
|
||||
_instance = FindAnyObjectByType<SceneManagerService>();
|
||||
if (_instance == null)
|
||||
{
|
||||
var go = new GameObject("SceneManagerService");
|
||||
_instance = go.AddComponent<SceneManagerService>();
|
||||
DontDestroyOnLoad(go);
|
||||
// DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
@@ -45,7 +46,12 @@ public class SceneManagerService : MonoBehaviour
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -8,18 +8,20 @@ using UnityEngine.InputSystem;
|
||||
public class InputManager : MonoBehaviour
|
||||
{
|
||||
private static InputManager _instance;
|
||||
private static bool _isQuitting = false;
|
||||
|
||||
public static InputManager Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
if (_instance == null && Application.isPlaying && !_isQuitting)
|
||||
{
|
||||
_instance = FindAnyObjectByType<InputManager>();
|
||||
if (_instance == null)
|
||||
{
|
||||
var go = new GameObject("InputManager");
|
||||
_instance = go.AddComponent<InputManager>();
|
||||
DontDestroyOnLoad(go);
|
||||
// DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
@@ -36,7 +38,7 @@ public class InputManager : MonoBehaviour
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
playerInput = GetComponent<PlayerInput>();
|
||||
if (playerInput == null)
|
||||
{
|
||||
@@ -70,6 +72,11 @@ public class InputManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the default ITouchInputConsumer to receive input events.
|
||||
/// </summary>
|
||||
|
||||
@@ -16,7 +16,6 @@ namespace Input
|
||||
private Vector2 lastHoldPosition;
|
||||
private Coroutine pathfindingDragCoroutine;
|
||||
private float pathfindingDragUpdateInterval = 0.1f; // Interval in seconds
|
||||
private bool pendingTap = false; // Track if OnHoldEnd is following a tap (legacy, see below)
|
||||
|
||||
// --- Unity/Component References ---
|
||||
private AIPath aiPath;
|
||||
@@ -254,8 +253,5 @@ namespace Input
|
||||
OnArrivedAtTarget?.Invoke();
|
||||
}
|
||||
}
|
||||
// --- Legacy/Unused fields ---
|
||||
// pendingTap: This field is not used in the current input flow. If you are not using tap/hold distinction logic elsewhere, consider removing it.
|
||||
// If you want to remove it, please confirm and I will do so.
|
||||
}
|
||||
}
|
||||
|
||||
@@ -57,9 +57,19 @@ public class Pickup : MonoBehaviour
|
||||
/// <summary>
|
||||
/// Draws gizmos for pickup interaction range in the editor.
|
||||
/// </summary>
|
||||
/*void OnDrawGizmos()
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
float playerStopDistance = GameManager.Instance.PlayerStopDistance;
|
||||
float playerStopDistance;
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
playerStopDistance = GameManager.Instance.PlayerStopDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Load settings directly from asset path in editor
|
||||
var settings = UnityEditor.AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Data/Settings/DefaultSettings.asset");
|
||||
playerStopDistance = settings != null ? settings.playerStopDistance : 1.0f;
|
||||
}
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, playerStopDistance);
|
||||
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
|
||||
@@ -69,7 +79,7 @@ public class Pickup : MonoBehaviour
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawSphere(stopPoint, 0.15f);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -7,6 +7,8 @@ using System.Collections.Generic;
|
||||
public class PuzzleManager : MonoBehaviour
|
||||
{
|
||||
private static PuzzleManager _instance;
|
||||
private static bool _isQuitting = false;
|
||||
|
||||
/// <summary>
|
||||
/// Singleton instance of the PuzzleManager.
|
||||
/// </summary>
|
||||
@@ -14,14 +16,14 @@ public class PuzzleManager : MonoBehaviour
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_instance == null)
|
||||
if (_instance == null && Application.isPlaying && !_isQuitting)
|
||||
{
|
||||
_instance = FindAnyObjectByType<PuzzleManager>();
|
||||
if (_instance == null)
|
||||
{
|
||||
var go = new GameObject("PuzzleManager");
|
||||
_instance = go.AddComponent<PuzzleManager>();
|
||||
DontDestroyOnLoad(go);
|
||||
// DontDestroyOnLoad(go);
|
||||
}
|
||||
}
|
||||
return _instance;
|
||||
@@ -40,7 +42,7 @@ public class PuzzleManager : MonoBehaviour
|
||||
void Awake()
|
||||
{
|
||||
_instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
// DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -168,4 +170,9 @@ public class PuzzleManager : MonoBehaviour
|
||||
// TODO: Fire puzzle complete event or trigger outcome logic
|
||||
}
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
_isQuitting = true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user