Resolve WES-187 "Unit tests account and system"

This commit is contained in:
Dries Van Schuylenbergh
2023-04-30 15:51:41 +00:00
committed by Jerome Coudron
parent c4b6c60288
commit b9bbef8dcf
143 changed files with 2008 additions and 542 deletions

View File

@@ -0,0 +1,133 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// SystemController singleton
/// </summary>
public class SystemController
{
/// <summary>
/// The instance controlling the singleton
/// </summary>
private static SystemController instance = null;
/// <summary>
/// Stack of the loaded scenes, used to easily go back to previous scenes
/// </summary>
private Stack<int> sceneStack = new Stack<int>();
/// <summary>
/// Index of the previous loaded scene
/// </summary>
public int previousScene = -1;
/// <summary>
/// Index of the current loaded scene
/// </summary>
public int currentScene = -1;
/// <summary>
/// Get the instance loaded by the singleton
/// </summary>
/// <returns>SystemController instance</returns>
public static SystemController GetInstance()
{
// Create a new instance if non exists
if (instance == null)
{
instance = new SystemController();
instance.currentScene = SceneManager.GetActiveScene().buildIndex;
instance.sceneStack.Push(instance.currentScene);
}
return instance;
}
/// <summary>
/// Get the number of passively 'active' scenes
/// </summary>
public int GetSceneStackSize() { return sceneStack.Count; }
/// <summary>
/// Load the scene and push on the stack
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void LoadNextScene(string scenePath)
{
LoadNextScene(SystemController.GetSceneIndex(scenePath));
}
/// <summary>
/// Get the index of a given scene
/// </summary>
/// <param name="scenePath">Path of the scene</param>
/// <returns></returns>
public static int GetSceneIndex(string scenePath)
{
return SceneUtility.GetBuildIndexByScenePath(scenePath);
}
/// <summary>
/// Load the scene and push on the stack
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void LoadNextScene(int sceneIndex)
{
previousScene = currentScene;
currentScene = sceneIndex;
sceneStack.Push(currentScene);
SceneManager.LoadScene(currentScene);
}
/// <summary>
/// Swap the current scene with the new scene on the stack
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void SwapScene(string scenePath)
{
SwapScene(SystemController.GetSceneIndex(scenePath));
}
/// <summary>
/// Swap the current scene with the new scene on the stack
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void SwapScene(int sceneIndex)
{
currentScene = sceneStack.Pop();
LoadNextScene(sceneIndex);
}
/// <summary>
/// Go back to the previous scene and unload the current scene
/// </summary>
public void BackToPreviousScene()
{
previousScene = sceneStack.Pop();
if (sceneStack.Count > 0) SceneManager.LoadScene(currentScene = sceneStack.Peek());
else Application.Quit();
}
/// <summary>
/// Go back to a specific scene, unloading all the scenes on the way
/// </summary>
/// <param name="scenePath">Path of the scene</param>
public void BackToScene(string scenePath)
{
BackToScene(SystemController.GetSceneIndex(scenePath));
}
/// <summary>
/// Go back to a specific scene, unloading all the scene on the way
/// </summary>
/// <param name="sceneIndex">Buildindex of the scene</param>
public void BackToScene(int sceneIndex)
{
previousScene = currentScene;
while (0 < sceneStack.Count && sceneStack.Peek() != sceneIndex) sceneStack.Pop();
if (sceneStack.Count > 0) SceneManager.LoadScene(currentScene = sceneStack.Peek());
else Application.Quit();
}
}