void Awake()
        {
            DontDestroyOnLoad(transform.gameObject);
            DontDestroyOnLoad(transform.gameObject);
            if (gameControl == null)
            {
                gameControl = this;
            }
            else
            {
                GameObject.Destroy(this.gameObject);
            }

            GameVariables.LoadProgress();
            GameVariables.LoadOptions();

            musicController = MusicController.Get();
            soundController = SoundController.Get();

            //IsOnPause = true;
            // If we load level with Board & Ball:
            boardController = BoardController.Get();
            //	ballController = BallController.Get();
            levelController = LevelController.Get();
            guiController   = GuiController.Get();
            TempSetControlType(0);
        }
Example #2
0
 void Awake()
 {
     DontDestroyOnLoad(transform.gameObject);
     if (guiControl == null)
     {
         guiControl = this;
     }
     else
     {
         GameObject.Destroy(this.gameObject);
     }
 }
Example #3
0
 public static GuiController Get()
 {
     if (guiControl != null)
     {
         return(guiControl);
     }
     else
     {
         GameObject obj = new GameObject("GuiController");
         obj.transform.SetParent(GameController.Get().transform);
         obj.tag    = "Controller";
         guiControl = obj.AddComponent <GuiController>();
         return(guiControl);
     }
 }
 public void SetLevel(int levelNumber)
 {
     if (levelNumber < levelsGOs.Length)
     {
         Level l = FindObjectOfType(typeof(Level)) as Level;
         if (l)
         {
             Destroy(l.gameObject);
         }
         print("LevelsQty: " + levelsGOs.Length + "; ChousenLevel: " + levelNumber);
         Instantiate(levelsGOs[levelNumber]);
         GameObject.Find("PanelCenter").GetComponent <UnityEngine.UI.Image>().sprite = levelsGOs[levelNumber].GetComponent <Level>().BackgroundImage;
         // CurLevelNum = levelNumber;
         GuiController.Get().UpdateLevelInfo(levelsGOs[levelNumber].GetComponent <Level>());
     }
     else
     {
         Debug.LogError("There is no Level #" + levelNumber + "!!! Max Number of Levels are " + levelsGOs.Length + ".");
     }
 }