// should only return true when a non aliased obj is loaded with scene
        // if we instntiate objects we should set guids manually
        bool NeedsID()
        {
            bool idIsEmpty = string.IsNullOrEmpty(id);

            if (usesAlias && idIsEmpty)
            {
                id = DynamicObjectManager.Alias2ID(aliasUsed);
            }
            return(idIsEmpty);
        }
Exemple #2
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        static void _StartNewGame()
        {
            startingNewGame = true;

            DestroyPlayer();

            // Debug.Log("On New Game Start Event");
            if (onNewGameStart != null)
            {
                onNewGameStart();
            }

            // Debug.Log("Loading New Game Scene");
            DynamicObjectManager.MovePlayer(settings.newGameLocation, true);
            startingNewGame = false;
        }
        void OnDisable()
        {
            // dont disable loaded version (since it's happening anyways)
            DynamicObjectManager.RemoveObjectByGUID(id, false, false);

            id = null;

            if (!_isPlayer)
            {
                activeInstances.Remove(this);
            }

            if (_isPlayer)
            {
                if (playerObject != null && playerObject == this)
                {
                    playerObject = null;
                }
            }
        }
Exemple #4
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 public static T GetAvailableInstance(PrefabReference prefabRef, Vector3 position, Quaternion rotation)
 {
     return(DynamicObjectManager.GetAvailableInstance <T>(prefabRef, position, rotation, null, true, true, false));
 }