Ejemplo n.º 1
0
    // Helps initialize a system when triggered
    SystemBase CreateSubsystem <T>() where T : SystemBase
    {
        T foundSystem = FindObjectOfType <T>();

        if (foundSystem)
        {
            if (!foundSystem.IsInitialized)
            {
                Type foundSysType = typeof(T);
                DEBUG.Log(foundSysType.FullName + " detected in scene, this is not good as the data could be stale. Will use it for now ", Warning_Types.Warning);

                foundSystem.Initialize();
                foundSystem.IsInitialized = true;
                foundSystem.gameObject.transform.SetParent(null);
                DontDestroyOnLoad(foundSystem.gameObject);
            }

            foundSystem.name = foundSystem.name + "_FOUND";
            Systems.Add(foundSystem);
            return(foundSystem.GetComponent <SystemBase>());
        }

        // Use reflection to get the prefab name
        Type systemType = typeof(T);

        if (systemType == null)
        {
            DEBUG.Log("Could not determine the system type for given system", Warning_Types.Error);
            return(null);
        }

        GameObject system = Instantiate(Resources.Load("Managers/" + systemType.FullName) as GameObject, null);

        DontDestroyOnLoad(system);
        system.name = system.name.Replace("(Clone)", "_APP");
        SystemBase systemBase = system.GetComponent <SystemBase>();

        if (systemBase != null)
        {
            systemBase.Initialize();
            systemBase.IsInitialized = true;
            systemBase.gameObject.transform.SetParent(transform);
        }

        Systems.Add(system.GetComponent <SystemBase>());
        DEBUG.Log(systemType.FullName + " created...", Warning_Types.Good);
        return(system.GetComponent <SystemBase>());
    }