Example #1
0
 void OnDestroy()         //called after OnApplicationQuit for some insane reason.
 {
     if (instance == this)
     {
         //Log("Unlinked SenseGlove Connections from " + this.name);
         debugElement   = null;
         debugUIElement = null;
         instance       = null;           //clear my refernce to the instance, so another can take its place.
     }
 }
Example #2
0
 /// <summary> Create a new instance of SG_Connection in the Scene, if we don't have on e yet. </summary>
 public static void SetupConnections()
 {
     //Log("Ensuring we have some form of connections available to us!");
     if (instance == null)
     {
         GameObject connectionObj = new GameObject("[SG Connections]");
         //Log("Created a new instance!");
         instance = connectionObj.AddComponent <SG_Connections>();
     }
 }
Example #3
0
        //----------------------------------------------------------------------------------------------------
        // Monobehaviour

        void Awake()
        {
            if (instance == null)             //when created and in the scene, be sure to add one of these.
            {
                //Log("Linked SenseGlove Connections to " + this.name);
                instance       = this;
                debugElement   = this.debugText;
                debugUIElement = this.debugUIText;
                Initialize();                 //initialized me!
            }
        }