private void SetUpDayNight() { if (dayNightScript == null) { GameObject go = GameObject.FindGameObjectWithTag("DayNight"); if (go) { dayNightScript = go.GetComponent <Cycle2DDN>(); } } }
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); }
// Use this for initialization void Start() { // Sets the main DayNight handler. if (Handler != null && Handler != this) { Destroy(gameObject); } else if (Handler == null) { Handler = this; } // Sets the proper cycle duration for each of the 4 phases cycleUpdate = cycleTime / 4; // Creates new lists to store all the renderer variables. AnimatedSprites = new List <SpriteRenderer> (); StaticSprites = new List <SpriteRenderer> (); MiscRenderers = new List <Renderer> (); // Creates the proper colors for the screen darkening effect. scrnDay = new Color(0, 0, 0, day.a); scrnDusk = new Color(0, 0, 0, dusk.a); scrnNight = new Color(0, 0, 0, night.a); scrnDawn = new Color(0, 0, 0, dawn.a); // Resets the default colors' alpha to 255. day = new Color(day.r, day.g, day.b, 1); dusk = new Color(dusk.r, dusk.g, dusk.b, 1); night = new Color(night.r, night.g, night.b, 1); dawn = new Color(dawn.r, dawn.g, dawn.b, 1); // Gets the image needed for the darkening effect. screenDark = GetComponentInChildren <Image> (); // Jumps to the specified starting cycle. JumpToCycle(startingCycle); // Starts the delay and the static updates. StartCoroutine("StartDelay"); InvokeRepeating("UpdateStatic", cycleStartDelay, staticUpdateFreq); }