/// <summary>
        /// Enqueue the persistant routine provided as the parameter
        /// OnSceneLoaded, Call the implementation of Invoke exposed by the IPersistantRoutine interface
        /// Then remove the routine from the list of active routines
        /// The "Enqueue" part of the name is to let the user know that the invocations will happen in the order they were provided.
        /// </summary>
        /// <param name="routine"></param>
        public void EnqueuePersistantRoutine(IPersistantRoutine routine)
        {
            if (_routines == null)
            {
                Debug.LogError("PersistantRoutineManager not initialized yet. Please wait until its Awake function is Invoked before Adding a routine");
                return;
            }

            _routines?.Add(routine);
        }
Exemplo n.º 2
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        public void Awake()
        {
            _initializedRoutines = new IPersistantRoutine[RoutinesToEnqueue.Length];
            IPersistantRoutine r = null;

            for (int i = 0; i < RoutinesToEnqueue.Length; ++i)
            {
                r = OnSceneLoadedPersistantRoutineFactory.GetPersistantRoutine(RoutinesToEnqueue[i]);
                _initializedRoutines[i] = r;
            }
        }
Exemplo n.º 3
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        private static IPersistantRoutine GetPersistantRoutine(PersistantRoutineType type, MethodInfo toInvoke, params string[] _scenesToInvokeOn)
        {
            IPersistantRoutine toReturn = null;

            switch (type)
            {
            case PersistantRoutineType.OneShot:
            {
                if (_scenesToInvokeOn == null || _scenesToInvokeOn.Length == 0)
                {
                    Debug.LogWarning("Cannot create a OneShot routine if no scene name is specified");
                }
                else
                {
                    OneShotPersistantRoutine routine = new OneShotPersistantRoutine();
                    routine.Initialize(_scenesToInvokeOn[0]);
                    toReturn = routine;
                }
            }
            break;

            case PersistantRoutineType.BlindOneShot:
            {
                BlindOneShotPersistantRoutine routine = new BlindOneShotPersistantRoutine();
                toReturn = routine;
            }
            break;

            default:
            {
                throw new System.NotImplementedException();
            }
            }

            toReturn?.AssignRoutine(toInvoke);

            if (!toReturn.IsValid)
            {
                Debug.Log("Invalid PersistantRoutine. It will not invoke.");
            }


            return(toReturn);
        }