private void FindNeededObjects()
 {
     gameController     = GameController.GetInstance();
     inventory          = InventorySystem.GetInstance();
     cameraFollowScript = Camera.main.GetComponent <CameraFollow>();
     waterSprite        = WaterSpriteController.GetInstance();
 }
 void Awake()
 {
     if (instance == null)
     {
         // Keep this object around between scenes.
         DontDestroyOnLoad(this.gameObject);
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(this.gameObject);
     }
 }
    void Start()
    {
        player      = PlayerController.GetInstance();
        waterSprite = player.GetWaterSprite();
        timeSystem  = TimeSystem.GetInstance();

        // Set up our list of available InventorySlots
        inventorySlots = new List <InventorySlot>(GetComponentsInChildren <InventorySlot>());

        LoadItemsFromResources();

        inventorySlots[0].Assign(weaponItemMap[Item.Weapon.Axe]);
        inventorySlots[1].Assign(weaponItemMap[Item.Weapon.Shovel]);
        inventorySlots[2].Assign(weaponItemMap[Item.Weapon.Sword]);

        inventorySlots[3].Assign(seedItemMap[Item.Seed.PlatformPlant], 5);
        inventorySlots[4].Assign(seedItemMap[Item.Seed.DewdropPlant], 1);
        inventorySlots[5].Assign(seedItemMap[Item.Seed.FruitPlantOrange], 3);

        cursorRectTransform = cursorImage.GetComponent <RectTransform>();

        UpdateUI();
    }