// called before first frame update public void Start() { // set initial price if (gameLoaded == false) { currencyPerPower = 0.12; purchasepool = 0; currencyclickvalue += 1; currency = 0; totalPowerRate = 0; clickUpgrade1Cost = 10; passivePowerGenerationRate = 0; } GameObject[] dataManagers = GameObject.FindGameObjectsWithTag("DataManager"); foreach (GameObject dataManager in dataManagers) { PassiveUnit passiveUnit = dataManager.GetComponent <PassiveUnit>(); if (passiveUnit != null) { unitList.Add(passiveUnit); } } UpdateUI(); }
public void Start() { GameObject[] dataManagers = GameObject.FindGameObjectsWithTag("DataManager"); foreach (GameObject dataManager in dataManagers) { // Keep track resource data managers to save/load data PassiveUnit passiveUnit = dataManager.GetComponent <PassiveUnit>(); PassiveUpgrade passiveUpgrade = dataManager.GetComponent <PassiveUpgrade>(); if (passiveUnit != null && passiveUpgrades != null) { passiveUnits.Add(passiveUnit); passiveUpgrades.Add(passiveUpgrade); } } if (PlayerPrefs.GetString("Load_Save", "false") == "true") { // Player wants to load save data this.LoadAllData(); } }