void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
         return;
     }
     DontDestroyOnLoad(gameObject);
 }
Exemple #2
0
    private static GameObject end_game_reference; //To instantiate when game is over

    //Singleton
    private void Awake()
    {
        if (instance == null)
        {
            stages   = new List <int>();
            instance = this;
            // Its done by this system so its known which scene has which rating 0 being can be played and no score gotten and -1 can't access
            //Tutorial
            end_game_reference = end_game_screen;
            //PlayerPrefs.DeleteAll(); // To debug

            //Tutorial
            if (!PlayerPrefs.HasKey(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(1))))
            {
                PlayerPrefs.SetInt(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(1)), 0);
                stages.Add(0);
            }
            else
            {
                stages.Add(PlayerPrefs.GetInt(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(1))));
            }
            for (int i = 2; i < SceneManager.sceneCountInBuildSettings; i++)
            {
                if (!PlayerPrefs.HasKey(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i))))
                {
                    PlayerPrefs.SetInt(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i)), -1);

                    stages.Add(-1);
                }
                else
                {
                    stages.Add(PlayerPrefs.GetInt(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i))));
                }
            }

            is_back_from_game = false;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);
    }
 // Update is called once per frame
 private void Awake() {
     playerAnimator = GetComponent<Animator>();
     manager = FindObjectOfType<scene_manager>();
     audioSource = this.gameObject.GetComponent<AudioSource>();
     audioController = FindObjectOfType<AudioController>();
 }