// GameManager.cs - Script used to let the player quit by pressing Escape. // ----------------------------------------------------------------------------- // Copyright (c) 2018 Niall Moody // // 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 System.Collections; using System.Collections.Generic; using UnityEngine; /// Script used to let the player quit by pressing Escape (in a build). public class GameManager : MonoBehaviour { /// Used to ensure we don't create another instance of GameManager if we /// return to the MainScene. private static bool instantiated = false; /// We use this to ensure our GameManager doesn't get destroyed when we switch scenes. void Awake () { if(!instantiated) { DontDestroyOnLoad(this.gameObject); instantiated = true; } } /// Listen for the user pressing Escape to quit. void Update() { if(Input.GetButton("Quit")) { Application.Quit(); } } }