void Awake() { instance = this; saveDefaultTransformData(); openNewActFsm.gameObject.SetActive(false); }
void OnEnable() { _editor = target as WorldMapEffectManager; }
void OnDestroy() { instance = null; }
void Awake() { instance = this; saveDefaultTransformData(); openNewActFsm.gameObject.SetActive(false); }
void OnEnable() { _editor = target as WorldMapEffectManager; }
void OnDestroy() { instance = null; }