mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-24 14:37:59 +01:00
Chip away at this some more
This commit is contained in:
parent
1d2f20bc23
commit
703218b53b
4 changed files with 21 additions and 36 deletions
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@ -4797,10 +4797,10 @@
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Reference Include="UnityEditor, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="UnityEditor, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<HintPath>packages\Unity3D.SDK.2017.4.37.1\lib\UnityEditor.dll</HintPath>
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<HintPath>packages\Unity3D.SDK.2018.4.11.1\lib\UnityEditor.dll</HintPath>
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</Reference>
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</Reference>
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<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<HintPath>packages\Unity3D.SDK.2017.4.37.1\lib\UnityEngine.dll</HintPath>
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<HintPath>packages\Unity3D.UnityEngine.2018.3.5.1\lib\UnityEngine.dll</HintPath>
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</Reference>
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</Reference>
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<packages>
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<packages>
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<package id="Unity3D.SDK" version="2017.4.37.1" targetFramework="net20" />
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<package id="Unity3D.SDK" version="2018.4.11.1" targetFramework="net20" />
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<package id="UnityEngine" version="1.0.0" targetFramework="net20" />
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<package id="Unity3D.UnityEngine" version="2018.3.5.1" targetFramework="net20" />
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</packages>
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</packages>
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@ -1,25 +1,20 @@
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using Photon;
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using Photon;
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using UnityEngine;
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using UnityEngine;
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namespace Fie.Manager
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namespace Fie.Manager {
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{
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[FieManagerExists(FieManagerExistSceneFlag.ANYTIME_DESTROY)]
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[FieManagerExists(FieManagerExistSceneFlag.ANYTIME_DESTROY)]
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public abstract class FieManagerBase : Photon.MonoBehaviour
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public abstract class FieManagerBase : Photon.MonoBehaviour {
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{
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private bool _isEndStartup;
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private bool _isEndStartup;
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private bool _isDestroyed;
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private bool _isDestroyed;
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public bool isDestroyed => _isDestroyed;
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public bool isDestroyed => _isDestroyed;
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protected virtual void StartUpEntity()
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protected virtual void StartUpEntity() {
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{
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}
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}
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public void StartUp()
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public void StartUp() {
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{
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if (!_isEndStartup) {
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if (!_isEndStartup)
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{
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StartUpEntity();
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StartUpEntity();
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_isEndStartup = true;
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_isEndStartup = true;
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}
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}
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@ -1,27 +1,21 @@
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using UnityEngine;
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using UnityEngine;
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namespace Fie.Manager
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namespace Fie.Manager {
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{
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public class FieManagerBehaviour<T> : FieManagerBase where T : FieManagerBase {
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public class FieManagerBehaviour<T> : FieManagerBase where T : FieManagerBase
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{
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[SerializeField]
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[SerializeField]
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private bool _isAutoStartUp;
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private bool _isAutoStartUp;
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private static T instance;
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private static T instance;
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public static T I
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public static T I {
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{
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get {
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get
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if (instance != null && instance.isDestroyed) {
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{
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instance = null;
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if ((UnityEngine.Object)instance != (UnityEngine.Object)null && instance.isDestroyed)
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{
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instance = (T)null;
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}
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}
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if ((UnityEngine.Object)instance == (UnityEngine.Object)null)
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if (instance == null)
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{
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{
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instance = UnityEngine.Object.FindObjectOfType<T>();
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instance = UnityEngine.Object.FindObjectOfType<T>();
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if ((UnityEngine.Object)instance == (UnityEngine.Object)null || instance.isDestroyed)
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if (instance == null || instance.isDestroyed) {
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{
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GameObject gameObject = new GameObject();
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GameObject gameObject = new GameObject();
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UnityEngine.Object.DontDestroyOnLoad(gameObject);
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UnityEngine.Object.DontDestroyOnLoad(gameObject);
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instance = gameObject.AddComponent<T>();
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instance = gameObject.AddComponent<T>();
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@ -31,18 +25,14 @@ namespace Fie.Manager
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}
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}
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return instance;
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return instance;
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}
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}
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set
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set {
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{
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instance = value;
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instance = value;
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}
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}
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}
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}
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private void Start()
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private void Start() {
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{
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if (_isAutoStartUp) {
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if (_isAutoStartUp)
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I.StartUp();
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{
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T i = I;
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i.StartUp();
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}
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}
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}
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}
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}
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}
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