50 lines
2 KiB
C#
50 lines
2 KiB
C#
// GameManager.cs - Script used to let the player quit by pressing Escape.
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// -----------------------------------------------------------------------------
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// Copyright (c) 2018 Niall Moody
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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// -----------------------------------------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// Script used to let the player quit by pressing Escape (in a build).
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public class GameManager : MonoBehaviour {
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/// Used to ensure we don't create another instance of GameManager if we
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/// return to the MainScene.
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private static bool instantiated = false;
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/// We use this to ensure our GameManager doesn't get destroyed when we switch scenes.
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void Awake () {
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if(!instantiated) {
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DontDestroyOnLoad(this.gameObject);
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instantiated = true;
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}
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}
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/// Listen for the user pressing Escape to quit.
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void Update() {
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if(Input.GetButton("Quit")) {
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Application.Quit();
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}
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}
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}
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