Beispiel #1
0
    // Use this for initialization
    void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
            DontDestroyOnLoad(gameObject);

            LoadFromJSON("matchTypes");
        }
        else
        {
            Destroy(gameObject);
        }
    }
    // Use this for initialization
    void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
            DontDestroyOnLoad(gameObject);

            GameObject guiManagerObj = GameObject.FindGameObjectWithTag("GUI Manager");
            if (null == guiManagerObj || null == guiManagerObj.GetComponent <GUIManager>())
            {
                Debug.LogError("Error starting Game Manager: No tagged GUI Manager was found.");
            }
            guiManager = guiManagerObj.GetComponent <GUIManager>();

            eventTypeManager = GameObject.FindObjectOfType <EventTypeManager>();
            if (null == eventTypeManager)
            {
                Debug.LogError("Error starting Game Manager: No event type manager was found.");
            }

            matchTypeManager = GameObject.FindObjectOfType <WrestlingMatchTypeManager>();
            if (null == matchTypeManager)
            {
                Debug.LogError("Error starting Game Manager: No wrestling match type manager was found.");
            }

            matchFinishManager = GameObject.FindObjectOfType <WrestlingMatchFinishManager>();
            if (null == matchFinishManager)
            {
                Debug.LogError("Error starting Game Manager: No wrestling match finish manager was found.");
            }

            if (null == wrestlingEventPrefab)
            {
                Debug.LogError("Error starting Game Manager: No wrestling event prefab was found.");
            }

            stateMachine = GetComponentInChildren <GameStateMachine>();
            if (null == stateMachine)
            {
                Debug.LogError("Error starting Game Manager: No child state machine was found.");
            }
            stateMachine.SetAvailableGameStates(Resources.LoadAll <GameState>("Game States"));
        }
        else
        {
            Destroy(gameObject);
        }
    }