private void Awake() { if (instance != this && instance != null) { Destroy(gameObject); return; } instance = this; InitialSetup(); }
void Start() { roadCtl = new StaticElementController(roadSegment, roadParent.transform); GameObject[] scenes = { citySegment, beachSegment, beachSegment, beachSegment, surSegment, surSegment, surSegment, surSegment, forestSegment,forestSegment, forestSegment,forestSegment, surSegment, surSegment, surSegment, citySegment, citySegment, citySegment, }; sceneCtl = new SceneryController(scenes, sceneryParent.transform, 0.995f); }
private void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); return; } holder.SetActive(true); AddListener(() => { holder.SetActive(false); }); if (FindObjectOfType <SceneryController>()) { int ID = loadingReady.Count; loadingReady.Add(false); SceneryController.AddListener(() => { Ready(ID); }); } if (FindObjectOfType <EntityGenerator>()) { int ID = loadingReady.Count; loadingReady.Add(false); EntityGenerator.AddListener(() => { Ready(ID); }); } if (FindObjectOfType <EntityNetwork>()) { int ID = loadingReady.Count; loadingReady.Add(false); EntityNetwork.AddListener(() => { Ready(ID); }); } }
private void Awake() { cGroup.alpha = 1f; SceneryController.AddListener(() => StartCoroutine(Reveal())); }