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