void Awake() { if (instance != null) { Debug.LogError("More than one BuildingSlotManager in scene !"); return; } instance = this; }
private void Awake() { if (_instance == null) { //if not, set instance to this _instance = this; } //If instance already exists and it's not this: else if (_instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } // DontDestroyOnLoad(gameObject); // cant do because its not a root obj in scene }
private void SetUpObjects() { if (_playerStats == null) { _playerStats = GameObject.FindObjectOfType <PlayerStats>(); } if (_playerMovement == null) { _playerMovement = GameObject.FindObjectOfType <PlayerMovement>(); } if (_BuildingSlots == null) { _BuildingSlots = GameObject.FindObjectOfType <BuildingSlotManager>(); } setUp = true; }