private void Awake() { if (!UI) { UI = this; } }
/// <summary> /// Base implementation checks the puzzle instance in the world and loads it into the BaseTool's private fields. You may want to consider overriding this if there is multiple puzzles in the world. /// </summary> protected virtual void Start() { _2DUI = TwoDimensionalUIController.UI; _blocks = GameObject.FindGameObjectWithTag("Board").transform.GetComponentsInChildren <EngComponent>().ToList(); _boardAreas = new List <GameObject>(); foreach (Transform childChild in Child) { _boardAreas.Add(childChild.gameObject); } }