Inheritance: MonoBehaviour
Exemple #1
0
    /// <summary>
    /// Runs on controller creation.
    /// </summary>
    private void Awake()
    {
        // If the object has not been set yet (this object)
        if (canvas == null)
        {
            // Don't EVER destroy this one, and set this object so we have a reference to it later.
            DontDestroyOnLoad(gameObject);
            canvas = this;

            // Reassign the button onClick methods
            Button[] buttons = this.gameObject.GetComponentsInChildren <Button>();
            foreach (Button b in buttons)
            {
                if (b.name == "ButtonMenu")
                {
                    b.onClick.AddListener(LocalPause);
                }
            }

            TextMeshProUGUI[] text = gameObject.GetComponentsInChildren <TextMeshProUGUI>();
            foreach (TextMeshProUGUI t in text)
            {
                if (t.name == "Timer")
                {
                    timerText = t;
                }
            }
        }
        else if (canvas != this)
        {
            // If there is an object already stored, and it's not this one, destroy this!
            Destroy(gameObject);
        }
    }
Exemple #2
0
 // Update is called once per frame
 void Update()
 {
     if (logo.pulsado)
     {
         animacionInicial.SetTrigger("desvanecer");
         canvasPrincipal.SetActive(false);
         CanvasMenu.SetActive(true);
     }
 }
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);//only one exist
     }
     DontDestroyOnLoad(this.gameObject);
 }
Exemple #4
0
 private void Awake()
 {
     Instance = Instance ?? this;
 }
 private void Start()
 {
     Instance = this;
 }