void Awake() { if (!m_oInstance) { m_oInstance = this; } else { Debug.DebugBreak(); // There should not be more than one of this in the scene! } m_lCheck = new List <DFD_Grid>(); m_lSelection = new List <DFD_Grid>(); m_anTextureIndex = new int[m_GridTextures.Length]; for (int i = 0; i < m_anTextureIndex.Length; ++i) { m_anTextureIndex[i] = i; } }
void OnDestroy() { DFD_Grid.m_bGridActive = false; m_oInstance = null; }
void Awake() { if ( !m_oInstance ) m_oInstance = this; else Debug.DebugBreak(); // There should not be more than one of this in the scene! m_lCheck = new List<DFD_Grid>(); m_lSelection = new List<DFD_Grid>(); m_anTextureIndex = new int[m_GridTextures.Length]; for ( int i = 0; i < m_anTextureIndex.Length; ++i ) m_anTextureIndex[i] = i; }