void OnDestroy() { if (_instance == this) { _instance = null; } }
public Dictionary <string, bool> loadConditionStatuses = new Dictionary <string, bool>(); // this needs to be saved private void Awake() { sceneItems = this; foreach (ItemCondition ic in loadWith) { loadConditionStatuses.Add(ic.loadIfThisVarTrue, true); } }
void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } Player = FindObjectOfType <Player>(); UI = FindObjectOfType <UIManager>(); Factory = FindObjectOfType <Factory>(); Storage = FindObjectOfType <Storage>(); Bar = FindObjectOfType <Bar>(); }
public override void notifyConstructDone() { base.notifyConstructDone(); if (mGame == null) { mGame = Game.instance as Game; mGameConfig = mGame.getSystem <GameConfig>(); mHardwareInfo = mGame.getSystem <HardwareInfo>(); mSocketNetManager = mGame.getSystem <SocketManager>(); mGameInputManager = mGame.getSystem <GameInputManager>(); mUSBManager = mGame.getSystem <USBManager>(); mGameSetting = mGame.getSystem <GameSetting>(); mRoleSystem = mGame.getSystem <RoleSystem>(); mRaceSystem = mGame.getSystem <RaceSystem>(); mItemManager = mGame.getSystem <SceneItemManager>(); mLogSystem = mGame.getSystem <LogSystem>(); mFrameLogSystem = mLogSystem; mRegisterTool = mGame.getSystem <RegisterTool>(); mWayPointManager = mGame.getSystem <WayPointManager>(); mGameUtility = mGame.getSystem <GameUtility>(); } }
public override void execute() { SceneItemManager sceneItemManager = mReceiver as SceneItemManager; sceneItemManager.createItem(mItemType, mParam); }
public override void execute() { SceneItemManager sceneItemManager = mReceiver as SceneItemManager; sceneItemManager.destroyItem(mSceneItem, true); }
void Awake() { _instance = this; }
private void Awake() { _instance = this; }
private void OnDestroy() { _instance = null; }