protected override void Init() { EnumeratorManager.Init(); DownloadManager.Init(); UIManager.Init(); InputManager.Init(); TouchManager.Init(); AppTime.Init(); }
private void Awake() { #region GameManager_Singleton. // Here is a singleton for the GameManager. if (Instance == null) { Instance = this; } else if (Instance != this) { Debug.LogWarning("WARNING!! More than one instance of GameManager!! Keeping old instance and destroying newer one..."); Destroy(gameObject); } #endregion #region Enumerators_Inicialization Enumerator_manager = GetComponent <EnumeratorManager>(); #endregion #region Player_Data_Inicialization // Here it checks if the player data exist already, if not then instatiate one. if (Player_data == null) { Player_data = new PlayerData(); } else if (Player_data != Get_PlayerData()) { Debug.LogWarning("WARNING!! More than one instance of PlayerData!!"); } #endregion #region Global_Items_Inicialization Global_items_reference = GetComponent <ItemsReference>(); #endregion #region Inventory_Inicialization /// Here it will instantiate the inventory data. // And take the tooltip reference to show the Data of an item. Inventory_data = new Inventory(); Item_holder = GetComponent <ItemHolder> (); Tooltip_reference = GetComponent <Tooltip> (); InventoryUI_reference = GetComponent <InventoryUI> (); #endregion #region Equipment_Inicialization Equipment_manager = new EquipmentManager(); #endregion #region Enemy_Data_Inicialization // Here it initiates the enemy list and as example it adds two enemys to the list for testing. Enemys_data = new List <EnemyData> (); CreateEnemyData(new BanditData(0, "Bandit", 100, 10, "neutral")); CreateEnemyData(new PirateData(1, "Pirate", 200, 20, 30, "neutral")); #endregion }