/* Copyright (c) 2010-2014 Danko Kozar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using eDriven.Core.Managers; using UnityEngine; namespace eDriven.Core { /// /// Main eDriven framework class /// public sealed class Framework { #if DEBUG /// /// Debug mode on /// public static bool DebugMode; #endif /// /// The name of the auto-generated framework object /// public static string FrameworkObjectName = "$_eDriven_Framework"; #if DEBUG /// /// Do not write onfo messages to log /// public static bool EnableInfoMessages = true; #endif #if RELEASE /// /// Do not write onfo messages to log /// public static bool EnableInfoMessages = true; #endif #if PRODUCTION /// /// Do not write onfo messages to log /// public static bool EnableInfoMessages; // false by default #endif /// /// Parent object for the auto-generated framework object /// public static GameObject FrameworkObjectParent; // ReSharper disable InconsistentNaming private static GameObject _frameworkObject; // ReSharper restore InconsistentNaming /// /// Returns a framework object /// internal static GameObject FrameworkObject { get { /** * Caching... * */ if (null != _frameworkObject) return _frameworkObject; /** * 1) Try to find a framework object * */ GameObject fo = GameObject.Find("/" + FrameworkObjectName); /** * 2) If not found, instantiate it * */ if (null == fo) // no instance present { /** * 2a) Instantiate * */ fo = new GameObject(); fo.AddComponent(typeof (FrameworkMonoBehaviour)); /** * Please don't remove this line * This is the only line I'd like to have written in Your app log :) * It's interesting to see if application uses the framework * */ if (EnableInfoMessages) Log(string.Format(@"instantiated {0}", new Info())); fo.name = FrameworkObjectName; /** * 2b) Allow setting a parent * */ if (null != FrameworkObjectParent) fo.transform.parent = FrameworkObjectParent.transform; } /** * Hide the framework object if not in debug mode * */ #if DEBUG fo.hideFlags = HideFlags.None; #else fo.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector; #endif _frameworkObject = fo; #if DEBUG if (DebugMode) Debug.Log("Framework object initialized"); #endif return fo; } } /// /// Gets the component by its type /// /// If component not found on the framework object, should I instantiate a new component and stick it in? /// public static Component GetComponent(bool instantiateIfNotFound) where T : Component { Component component = FrameworkObject.GetComponent(typeof(T)); if (null == component && instantiateIfNotFound) component = CreateComponent(true); return component; } /// /// Creates a component and sticks it to the framework object /// If the framework object has not been created, it is being created now /// /// Should only one instance of this script exist in the application? public static Component CreateComponent(bool exclusive) where T:Component { Component component = FrameworkObject.GetComponent(); if (null == component) // no instance present { component = FrameworkObject.AddComponent(typeof(T)); #if DEBUG if (DebugMode) Log(string.Format(@"added component ""{0}""", typeof(T))); #endif } //else if (retValue.Length > 1 && exclusive) //{ // throw new ApplicationException(string.Format("More than one {0} object exists on the scene!", scriptType.Name)); //} return component; } public static void LoadLevel(int id) { SystemManager.Instance.Dispose(); Application.LoadLevel(id); } public static void LoadLevelAdditive(int id) { LoadLevelAdditive(id, false); } public static void LoadLevelAdditive(int id, bool disposeSystemManager) { if (disposeSystemManager) SystemManager.Instance.Dispose(); Application.LoadLevelAdditive(id); } private static void Log(string text) { Debug.Log(string.Format(@"eDriven framework: {0}", text)); } } }