private void Awake()
    {
        // T... two??
        if (instance != null)
        {
            // THERE CAN ONLY BE ONE.
            DestroyImmediate(this.gameObject);
            return;
        }
        // There's no instance already...
        else
        {
            if (Application.isEditor)   // In the UnityEditor?? Look for ALL PersistentHouses! We'll get duplicates when we reload our scripts.
            {
                PersistentHouse[] allHouses = FindObjectsOfType <PersistentHouse>();
                for (int i = 0; i < allHouses.Length; i++)
                {
                    if (allHouses[i] == this)
                    {
                        continue;
                    }                                       // Skip ourselves.
                    Destroy(allHouses[i].gameObject);
                }
            }
        }

        // There could only be one. :)
        instance = this;
        DontDestroyOnLoad(this.gameObject);
    }
Esempio n. 2
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    private void Awake()
    {
        // T... two??
        if (instance != null)
        {
            // THERE CAN ONLY BE ONE.
            DestroyImmediate(this.gameObject);
            return;
        }

        // There could only be one. :)
        instance = this;
        DontDestroyOnLoad(this.gameObject);
    }