//Awake is always called before any Start functions void Awake() { //Überprüfen ob es exsitiert if (instance == null) { //wenn nicht, dann auf this setzen instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
/// <summary> /// Checks to see if the GameController is present. /// Only will be if you started this scene from the create game scene. /// /// Please add a game controller to load scene later and feed it the username and /// level name when loading. /// </summary> void CheckForGameControllerObject() { try { panelOptions = GameObject.Find("Panel_Options").gameObject; saveInfo = GameObject.Find("GameController").GetComponent<InformationSave>(); } catch { if (panelOptions != null) { //If you test this scene without going through creating you can't save. #if UNITY_EDITOR if (saveInfo == null) { Debug.Log(">Disableing Save Button." + "\nYou can't save if you load straight into this scene"); GameObject.Find("Button_SaveGame").GetComponent<Button>().interactable = false; } #endif } else { Debug.Log("Please re-enable Panel_Options, can't find gameObject when" + " disabled." + "\nThis Script will handle disabling it at runtime."); } } finally { if(panelOptions != null) { panelOptions.gameObject.SetActive(false); } } }
// Use this for initialization void Start() { StartTime = Time.timeSinceLevelLoad; instance = this; //SaveInforToADoc (); }
// Use this for initialization void Start () { StartTime = Time.timeSinceLevelLoad; instance = this; //SaveInforToADoc (); }