Esempio n. 1
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    void Start()
    {
        jobGameObjectMap = new Dictionary <Job, GameObject>();

        furniture = GameObject.FindObjectOfType <FurnitureSpriteController>();
        WorldController.instance.world.jobsQueue.RegisterJobCreatedCallback(OnJobCreated);
    }
Esempio n. 2
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    void Start()
    {
        //create gameobject so we can have access to a tranform thats position is Vector3.zero
        GameObject goMat = new GameObject("VisualPath", typeof(VisualPath));
        GameObject go;

        tileSpriteController = new TileSpriteController(world);
        tileSpriteController.Render();
        characterSpriteController = new CharacterSpriteController(world);
        furnitureSpriteController = new FurnitureSpriteController(world);
        jobSpriteController       = new JobSpriteController(world, furnitureSpriteController);
        inventorySpriteController = new InventorySpriteController(world, inventoryUI);
        buildModeController       = new BuildModeController();
        if (Settings.getSettingAsBool("DevTools_enabled", false))
        {
            spawnInventoryController = new SpawnInventoryController();
        }
        mouseController    = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab);
        keyboardController = new KeyboardController(buildModeController, Instance);
        questController    = new QuestController();
        cameraController   = new CameraController();

        //Initialising controllers
        GameObject Controllers = GameObject.Find("Controllers");

        Instantiate(Resources.Load("UIController"), Controllers.transform);

        GameObject Canvas = GameObject.Find("Canvas");

        go      = Instantiate(Resources.Load("UI/ContextMenu"), Canvas.transform.position, Canvas.transform.rotation, Canvas.transform) as GameObject;
        go.name = "ContextMenu";
    }
Esempio n. 3
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    // Use this for initialization
    void Start()
    {
        bmc = GameObject.FindObjectOfType <BuildModeController>();
        fsc = GameObject.FindObjectOfType <FurnitureSpriteController>();

        dragPreviewGameObjects = new List <GameObject>();
    }
    // Use this for initialization
    void Start()
    {
        jobGameObjectMap = new Dictionary <Job, GameObject>();
        fsc = GameObject.FindObjectOfType <FurnitureSpriteController>();

        WorldController.Instance.world.jobQueue.cbJobCreated += OnJobCreated;
    }
Esempio n. 5
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    public void Start()
    {
        // Create gameobject so we can have access to a tranform thats position is "Vector3.zero".
        GameObject mat = new GameObject("VisualPath", typeof(VisualPath));
        GameObject go;

        tileSpriteController = new TileSpriteController(World);
        tileSpriteController.Render();
        characterSpriteController = new CharacterSpriteController(World);
        furnitureSpriteController = new FurnitureSpriteController(World);
        jobSpriteController       = new JobSpriteController(World, furnitureSpriteController);
        inventorySpriteController = new InventorySpriteController(World, inventoryUI);
        buildModeController       = new BuildModeController();
        spawnInventoryController  = new SpawnInventoryController();
        mouseController           = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab);
        keyboardController        = new KeyboardController(buildModeController, Instance);
        questController           = new QuestController();
        cameraController          = new CameraController();

        // Hiding Dev Mode spawn inventory controller if devmode is off.
        spawnInventoryController.SetUIVisibility(Settings.GetSettingAsBool("DialogBoxSettings_developerModeToggle", false));

        // Initialising controllers.
        GameObject controllers = GameObject.Find("Controllers");

        Instantiate(Resources.Load("UIController"), controllers.transform);

        GameObject canvas = GameObject.Find("Canvas");

        go      = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject;
        go.name = "ContextMenu";
    }
 // Use this for initialization
 void Start()
 {
     fsc = GameObject.FindObjectOfType <FurnitureSpriteController>();
     jobGameObjectMap = new Dictionary <Job, GameObject>();
     //FIXME: No such thing as a job queue yet!
     WorldController.Instance.world.jobQueue.RegisterJobCreationCallback(OnJobCreated);
 }
 // Use this for initialization
 void Start()
 {
     fsc      = GameObject.FindObjectOfType <FurnitureSpriteController>();
     jobGOMap = new Dictionary <Job, GameObject>();
     // TODO no job queue yet
     WorldController.Instance.World.JobQueue.RegisterJobCreationCallback(OnJobCreated);
 }
    void Start()
    {
        GameObject go;

        tileSpriteController = new TileSpriteController(world);
        tileSpriteController.Render();
        characterSpriteController = new CharacterSpriteController(world);
        furnitureSpriteController = new FurnitureSpriteController(world);
        jobSpriteController       = new JobSpriteController(world, furnitureSpriteController);
        inventorySpriteController = new InventorySpriteController(world, inventoryUI);
        buildModeController       = new BuildModeController();
        if (Settings.getSettingAsBool("DevTools_enabled", false))
        {
            spawnInventoryController = new SpawnInventoryController();
        }
        mouseController    = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab);
        keyboardController = new KeyboardController(buildModeController, Instance);

        //Initialising controllers
        GameObject Controllers = GameObject.Find("Controllers");

        Instantiate(Resources.Load("UIController"), Controllers.transform);

        GameObject Canvas = GameObject.Find("Canvas");

        go      = Instantiate(Resources.Load("UI/ContextMenu"), Canvas.transform.position, Canvas.transform.rotation, Canvas.transform) as GameObject;
        go.name = "ContextMenu";
    }
Esempio n. 9
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    // Start is called before the first frame update
    void Start()
    {
        jobGameObjectMap          = new Dictionary <Job, GameObject>();
        furnitureSpriteController = GameObject.FindObjectOfType <FurnitureSpriteController>();

        //Todo Fixme there is no job queue yet
        WorldController.Instance.World.jobQueue.RegisterJobCreationCallback(OnJobCreated);
    }
    void Start()
    {
        jobGameObjectMap = new Dictionary <Job, GameObject> ();

        fsc = GameObject.FindObjectOfType <FurnitureSpriteController> ();

        WorldController.Instance.world.jobQueue.registerJobCreationCallback(onJobCreated);
    }
    void Start()
    {
        jobGameObjectMap = new Dictionary <Job, GameObject> ();
        fsc = GameObject.FindObjectOfType <FurnitureSpriteController> ();

        //FIXME no such object yet.
        WorldController.Instance.world.jobQueue.RegisterJobCreatedCallback(OnJobCreated);
    }
Esempio n. 12
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    // Use this for initialization
    public JobSpriteController(World currentWorld, FurnitureSpriteController furnitureSpriteController)
    {
        world            = currentWorld;
        jobGameObjectMap = new Dictionary <Job, GameObject>();

        fsc = furnitureSpriteController;
        world.jobQueue.cbJobCreated += OnJobCreated;
        jobParent = new GameObject("Jobs");
    }
Esempio n. 13
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    // Start is called before the first frame update
    void Start()
    {
        fsc             = GameObject.FindObjectOfType <FurnitureSpriteController>();
        mouseController = GameObject.FindObjectOfType <MouseController>();

        furniturePreview = new GameObject();
        furniturePreview.transform.SetParent(this.transform);
        furniturePreview.AddComponent <SpriteRenderer>();
        furniturePreview.SetActive(false);
    }
 // Use this for initialization.
 public MouseController(BuildModeController buildModeController, FurnitureSpriteController furnitureSpriteController, GameObject cursorObject)
 {
     bmc = buildModeController;
     bmc.SetMouseController(this);
     circleCursorPrefab = cursorObject;
     fsc                    = furnitureSpriteController;
     contextMenu            = GameObject.FindObjectOfType <ContextMenu>();
     dragPreviewGameObjects = new List <GameObject>();
     cursorParent           = new GameObject("Cursor");
     mouseCursor            = new MouseCursor(this, bmc);
     furnitureParent        = new GameObject("Furniture Preview Sprites");
 }
Esempio n. 15
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    public void Start()
    {
        // Create GameObject so we can have access to a transform which has a position of "Vector3.zero".
        new GameObject("VisualPath", typeof(VisualPath));
        GameObject go;

        tileSpriteController      = new TileSpriteController(World);
        characterSpriteController = new CharacterSpriteController(World);
        furnitureSpriteController = new FurnitureSpriteController(World);
        utilitySpriteController   = new UtilitySpriteController(World);
        jobSpriteController       = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController);
        inventorySpriteController = new InventorySpriteController(World, inventoryUI);
        shipSpriteController      = new ShipSpriteController(World);

        buildModeController      = new BuildModeController();
        spawnInventoryController = new SpawnInventoryController();
        mouseController          = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab);
        questController          = new QuestController();
        cameraController         = new CameraController();
        TradeController          = new TradeController();
        autosaveManager          = new AutosaveManager();

        dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>();

        // Register inputs actions
        KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode);

        // Hiding Dev Mode spawn inventory controller if devmode is off.
        spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettingsDevConsole_developerModeToggle", false));

        cameraController.Initialize();
        cameraController.Moved += this.World.OnCameraMoved;

        // Initialising controllers.
        GameObject canvas = GameObject.Find("Canvas");

        go      = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject;
        go.name = "ContextMenu";

        GameController.Instance.IsModal = false;

        GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole"));

        // This is just to make sure it isn't null (the static thing shouldn't destroy this copy but in some edge cases it might decide to).
        if (devConsole != null)
        {
            devConsole.name = "DevConsole-Spawned";
            devConsole.transform.SetParent(canvas.transform, false);
            devConsole.transform.SetAsLastSibling();
            devConsole.SetActive(true);
            DeveloperConsole.DevConsole.Close();
        }
    }
Esempio n. 16
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    // Start is called before the first frame update
    void Start()
    {
        //Cashe bulid mode controller
        buildModeController       = GameObject.FindObjectOfType <BuildModeController>();
        furnitureSpriteController = GameObject.FindObjectOfType <FurnitureSpriteController>();

        //Get Starting location for camera
        y = Camera.main.transform.position.y;
        x = Camera.main.transform.position.x;

        //Initialize game object List
        dragPreviewGameObjects = new List <GameObject>();
    }
Esempio n. 17
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    // Use this for initialization.
    public MouseController(BuildModeController buildModeController, FurnitureSpriteController furnitureSpriteController, UtilitySpriteController utilitySpriteController, GameObject cursorObject)
    {
        bmc = buildModeController;
        bmc.SetMouseController(this);
        circleCursorPrefab = cursorObject;
        fsc                    = furnitureSpriteController;
        usc                    = utilitySpriteController;
        contextMenu            = GameObject.FindObjectOfType <ContextMenu>();
        dragPreviewGameObjects = new List <GameObject>();
        cursorParent           = new GameObject("Cursor");
        mouseCursor            = new MouseCursor(this, bmc);
        furnitureParent        = new GameObject("Furniture Preview Sprites");

        TimeManager.Instance.EveryFrameNotModal += (time) => Update();
    }
Esempio n. 18
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    // Use this for initialization
    public JobSpriteController(World world, FurnitureSpriteController furnitureSpriteController, UtilitySpriteController utilitySpriteController)
        : base(world, "Jobs")
    {
        fsc = furnitureSpriteController;
        usc = utilitySpriteController;
        world.jobQueue.OnJobCreated += OnCreated;

        foreach (Job job in world.jobQueue.PeekAllJobs())
        {
            OnCreated(job);
        }

        foreach (Character character in world.CharacterManager)
        {
            if (character.MyJob != null)
            {
                OnCreated(character.MyJob);
            }
        }
    }
Esempio n. 19
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    void Start()
    {
        tileSpriteController = new TileSpriteController(world);
        tileSpriteController.Render();
        characterSpriteController = new CharacterSpriteController(world);
        furnitureSpriteController = new FurnitureSpriteController(world);
        jobSpriteController       = new JobSpriteController(world, furnitureSpriteController);
        inventorySpriteController = new InventorySpriteController(world, inventoryUI);
        buildModeController       = new BuildModeController();
        if (Settings.getSettingAsBool("DevTools_enabled", false))
        {
            spawnInventoryController = new SpawnInventoryController();
        }
        mouseController = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab);

        //Initialising controllers
        GameObject Controllers = GameObject.Find("Controllers");

        Instantiate(Resources.Load("UIController"), Controllers.transform);
    }
Esempio n. 20
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    public void Start()
    {
        // Create GameObject so we can have access to a transform which has a position of "Vector3.zero".
        new GameObject("VisualPath", typeof(VisualPath));
        GameObject go;

        tileSpriteController      = new TileSpriteController(World);
        characterSpriteController = new CharacterSpriteController(World);
        furnitureSpriteController = new FurnitureSpriteController(World);
        utilitySpriteController   = new UtilitySpriteController(World);
        jobSpriteController       = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController);
        inventorySpriteController = new InventorySpriteController(World, inventoryUI);
        shipSpriteController      = new ShipSpriteController(World);

        buildModeController      = new BuildModeController();
        spawnInventoryController = new SpawnInventoryController();
        mouseController          = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab);
        questController          = new QuestController();
        cameraController         = new CameraController();
        TradeController          = new TradeController();
        autosaveManager          = new AutosaveManager();

        dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>();

        // Register inputs actions
        KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode);

        // Hiding Dev Mode spawn inventory controller if devmode is off.
        spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettings_developerModeToggle", false));

        cameraController.Initialize();
        cameraController.Moved += this.World.OnCameraMoved;

        // Initialising controllers.
        GameObject canvas = GameObject.Find("Canvas");

        go      = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject;
        go.name = "ContextMenu";

        GameController.Instance.IsModal = false;
    }
    // Use this for initialization
    public JobSpriteController(World world, FurnitureSpriteController furnitureSpriteController) : base(world, "Jobs")
    {
        fsc = furnitureSpriteController;
        world.jobQueue.OnJobCreated += OnCreated;

        foreach (Job job in world.jobQueue.PeekJobs())
        {
            OnCreated(job);
        }

        foreach (Job job in world.jobWaitingQueue.PeekJobs())
        {
            OnCreated(job);
        }

        foreach (Character character in world.characters)
        {
            if (character.MyJob != null)
            {
                OnCreated(character.MyJob);
            }
        }
    }
Esempio n. 22
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    public void Start()
    {
        // Create GameObject so we can have access to a transform which has a position of "Vector3.zero".
        new GameObject("VisualPath", typeof(VisualPath));
        GameObject go;

        tileSpriteController      = new TileSpriteController(World);
        characterSpriteController = new CharacterSpriteController(World);
        furnitureSpriteController = new FurnitureSpriteController(World);
        jobSpriteController       = new JobSpriteController(World, furnitureSpriteController);
        inventorySpriteController = new InventorySpriteController(World, inventoryUI);

        buildModeController      = new BuildModeController();
        spawnInventoryController = new SpawnInventoryController();
        mouseController          = new MouseController(buildModeController, furnitureSpriteController, circleCursorPrefab);
        keyboardManager          = KeyboardManager.Instance;
        questController          = new QuestController();
        cameraController         = new CameraController();
        TradeController          = new TradeController();
        timeManager     = new TimeManager();
        autosaveManager = new AutosaveManager();

        keyboardManager.RegisterInputAction("Pause", KeyboardMappedInputType.KeyUp, () => { IsPaused = !IsPaused; });

        // Hiding Dev Mode spawn inventory controller if devmode is off.
        spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettings_developerModeToggle", false));

        // Initialising controllers.
        GameObject controllers = GameObject.Find("Controllers");

        Instantiate(Resources.Load("UIController"), controllers.transform);

        GameObject canvas = GameObject.Find("Canvas");

        go      = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject;
        go.name = "ContextMenu";
    }
Esempio n. 23
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    public void Start()
    {
        // Create GameObject so we can have access to a transform which has a position of "Vector3.zero".
        new GameObject("VisualPath", typeof(VisualPath));
        GameObject go;

        tileSpriteController      = new TileSpriteController(World);
        characterSpriteController = new CharacterSpriteController(World);
        furnitureSpriteController = new FurnitureSpriteController(World);
        utilitySpriteController   = new UtilitySpriteController(World);
        jobSpriteController       = new JobSpriteController(World, furnitureSpriteController, utilitySpriteController);
        inventorySpriteController = new InventorySpriteController(World, inventoryUI);
        shipSpriteController      = new ShipSpriteController(World);

        buildModeController      = new BuildModeController();
        spawnInventoryController = new SpawnInventoryController();
        mouseController          = new MouseController(buildModeController, furnitureSpriteController, utilitySpriteController, circleCursorPrefab);
        questController          = new QuestController();
        cameraController         = new CameraController();
        TradeController          = new TradeController();
        autosaveManager          = new AutosaveManager();

        // Register inputs actions
        KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode);

        // Hiding Dev Mode spawn inventory controller if devmode is off.
        spawnInventoryController.SetUIVisibility(Settings.GetSetting("DialogBoxSettingsDevConsole_developerModeToggle", false));

        cameraController.Initialize();
        cameraController.Moved += this.World.OnCameraMoved;

        // Initialising controllers.
        GameObject canvas = GameObject.Find("Canvas");

        go      = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject;
        go.name = "ContextMenu";

        GameController.Instance.IsModal = false;

        // Settings UI is a 'dialog box' (kinda), so it comes here.
        // Where as DevConsole is a constant menu item (it can appear 'anywhere' so it appears after)
        GameObject settingsMenu = (GameObject)Instantiate(Resources.Load("UI/SettingsMenu/SettingsMenu"));

        if (settingsMenu != null)
        {
            settingsMenu.name = "Settings Menu";
            settingsMenu.transform.SetParent(canvas.transform, false);
            settingsMenu.SetActive(true);
        }

        // This will place it after context menu (and the inventory menu) and settings menu
        dialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>();
        dialogBoxManager.transform.SetAsLastSibling();

        GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole"));

        if (devConsole != null)
        {
            devConsole.name = "DevConsole-Spawned";
            devConsole.transform.SetParent(canvas.transform, false);
            devConsole.transform.SetAsLastSibling();
            devConsole.SetActive(true);
            DeveloperConsole.DevConsole.Close();
        }
    }
Esempio n. 24
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 void Start()
 {
     dragCursors               = new List <GameObject> ();
     buildModeController       = GameObject.FindObjectOfType <BuildModeController> ();
     furnitureSpriteController = GameObject.FindObjectOfType <FurnitureSpriteController> ();
 }
Esempio n. 25
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    public void Start()
    {
        // Create GameObject so we can have access to a transform which has a position of "Vector3.zero".
        GameObject go;

        TileSpriteController      = new TileSpriteController(World);
        CharacterSpriteController = new CharacterSpriteController(World);
        FurnitureSpriteController = new FurnitureSpriteController(World);
        UtilitySpriteController   = new UtilitySpriteController(World);
        JobSpriteController       = new JobSpriteController(World, FurnitureSpriteController, UtilitySpriteController);
        InventorySpriteController = new InventorySpriteController(World, inventoryUI);
        ShipSpriteController      = new ShipSpriteController(World);

        BuildModeController      = new BuildModeController();
        SpawnInventoryController = new SpawnInventoryController();
        MouseController          = new MouseController();
        QuestController          = new QuestController();
        CameraController         = new CameraController();
        TradeController          = new TradeController();
        AutosaveManager          = new AutosaveManager();

        MouseController.RegisterModeHandler(MouseMode.BUILD, BuildModeController);
        MouseController.RegisterModeHandler(MouseMode.INVENTORY, SpawnInventoryController);

        // Register inputs actions
        KeyboardManager.Instance.RegisterInputAction("DevMode", KeyboardMappedInputType.KeyDown, ChangeDevMode);

        // Hiding Dev Mode spawn inventory controller if devmode is off.
        SpawnInventoryController.SetUIVisibility(SettingsKeyHolder.DeveloperMode);

        CameraController.Initialize();

        // Initialising controllers.
        GameObject canvas = GameObject.Find("Canvas");

        go      = Instantiate(Resources.Load("UI/ContextMenu"), canvas.transform.position, canvas.transform.rotation, canvas.transform) as GameObject;
        go.name = "ContextMenu";

        GameObject timeScale = Instantiate(Resources.Load("UI/TimeScale"), GameObject.Find("TopRight").transform, false) as GameObject;

        timeScale.name = "TimeScale";

        GameObject dateTimeDisplay = Instantiate(Resources.Load("UI/DateTimeDisplay"), canvas.transform, false) as GameObject;

        dateTimeDisplay.name = "DateTimeDisplay";

        GameController.Instance.IsModal = false;

        // Settings UI is a 'dialog box' (kinda), so it comes here.
        // Where as DevConsole is a constant menu item (it can appear 'anywhere' so it appears after)
        GameObject settingsMenu = (GameObject)Instantiate(Resources.Load("UI/SettingsMenu/SettingsMenu"));

        if (settingsMenu != null)
        {
            settingsMenu.name = "Settings Menu";
            settingsMenu.transform.SetParent(canvas.transform, false);
            settingsMenu.SetActive(true);
        }

        // This will place it after context menu (and the inventory menu) and settings menu
        DialogBoxManager = GameObject.Find("Dialog Boxes").GetComponent <DialogBoxManager>();
        DialogBoxManager.transform.SetAsLastSibling();

        GameObject devConsole = (GameObject)Instantiate(Resources.Load("UI/Console/DevConsole"));

        if (devConsole != null)
        {
            devConsole.name = "DevConsole-Spawned";
            devConsole.transform.SetParent(canvas.transform, false);
            devConsole.transform.SetAsLastSibling();
            devConsole.SetActive(true);
            DeveloperConsole.DevConsole.Close();
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     Instance = this;
 }