private void Awake()
 {
     messagesQueue = new MessagesQueue();
     if (instance == null)
     {
         instance = this;
     }
     else if (instance != this)
     {
         Destroy(gameObject);
     }
     //Sets this to not be destroyed when reloading scene
     DontDestroyOnLoad(gameObject);
 }
Esempio n. 2
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        // Start is called before the first frame update
        void Start()
        {
            MessagesQueue messagesQueue = new MessagesQueue();
            Message       m1            = new Message {
                message = "Hello from message 1", sender = "Sender 1"
            };
            Message m2 = new Message {
                message = "I'll never make it..", sender = "Sender 2"
            };
            Message m3 = new Message {
                message = "Message 2 was deleted, so here's message 3", sender = "Sender 3"
            };
            Message m4 = new Message {
                message = "Message 1 was supposes to be here, but it was overriten by me, MESSAGE 4!", sender = "Sender 4"
            };
            Message m5 = new Message {
                message = "Stop peeking!!, No sender here, I dislike your format!", sender = "Sender 5"
            };

            m5.ConfigureTemplate("{1}");


            messagesQueue.EnqueueMessage(m1);
            messagesQueue.EnqueueMessage(m2);
            messagesQueue.EnqueueMessage(m3);
            messagesQueue.OverrideMessage(0, m4);
            messagesQueue.DeleteMessage(1);

            while (messagesQueue.HasNext())
            {
                Debug.Log(messagesQueue.GetNextMessage().ToString());
            }
            messagesQueue.EnqueueMessage(m5);
            Debug.Log("Peeking into queue....");
            Debug.Log("======================");
            Debug.Log(messagesQueue.PeekMessage(0));
        }