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(); }