void Awake() { var currentInstance = _instance != null ? _instance : this; var inMenu = SceneManager.GetActiveScene().name == "menu"; if (currentInstance != this) { GameManager.Instance.Camera = Camera; Camera.transform.parent = GameManager.Instance.transform; } currentInstance.AllowTimeRewind = AllowTimeRewind; currentInstance.RewindCount = RewindCount; currentInstance.CollectiblesLeft = 0; // Create new UI if (!inMenu && DrawGameUI) { var ui = Instantiate(GameUI); currentInstance.GameUIController = ui.GetComponent <GameUIController>(); } // Setup singleton if (_instance != null) { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); _instance = this; // Self references TimeManager = GetComponent <TimeManager>(); var fadeUI = Instantiate(FadeUI); fadeUI.transform.parent = transform; _fadeUIController = fadeUI.GetComponent <FadeUIController>(); _fadeUIController.SetFade(0f); _carHistory = new List <CarController>(); // Start the level ResetState(); }
void Awake() { // Update scene name for reloading purposes if (_instance != null) { _instance.CurrentScene = SceneManager.GetActiveScene().name; } else { CurrentScene = SceneManager.GetActiveScene().name; } // Setup singleton if (_instance != null) { Destroy(gameObject); return; } // Get sensitivity settings var prefSensX = PlayerPrefs.GetFloat("SensitivityX"); var prefSensY = PlayerPrefs.GetFloat("SensitivityY"); SensitivityX = prefSensX > 0f ? prefSensX : 1f; SensitivityY = prefSensY > 0f ? prefSensY : 1f; _initialFixedDeltaTime = Time.fixedDeltaTime; DontDestroyOnLoad(gameObject); _instance = this; // Create UIs var crosshairUI = Instantiate(CrosshairUI); crosshairUI.transform.parent = transform; var fadeUI = Instantiate(FadeUI); fadeUI.transform.parent = transform; _fadeUIController = fadeUI.GetComponent <FadeUIController>(); _fadeUIController.SetFade(0f); }
// Use this for initialization; void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); var fadeUI = Instantiate(FadeUI); fadeUI.transform.parent = transform; _fadeUIController = fadeUI.GetComponent <FadeUIController>(); _fadeUIController.SetFade(0f); Spawners = new List <Spawner>(); CurrentLevel = SceneManager.GetActiveScene().name; GameState = GameState.Begin; }