private bool doingSetup = true; //Boolean to check if we're setting up board, prevent Player from moving during setup. //Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) { //if not, set instance to this instance = this; } //If instance already exists and it's not this: else if (instance != this) { //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Assign enemies to a new List of Enemy objects. enemies = new List <Enemy>(); fadinglist = new List <FadingItem> (); //Get a component reference to the attached BoardManager script boardScript = GetComponent <BoardManager>(); resourceScript = GetComponent <ResourcesManager>(); controllerScript = GetComponent <ControllerPage> (); columns = boardScript.columns; rows = boardScript.rows; resourceScript.Initialize(); //Call the InitGame function to initialize the first level InitGame(); }
public void TestForm() { ControllerPage controllerPage = headr.ClickOnContactUs(); bool isFormWork = controllerPage .ChooseSubject() .EnterEmail("*****@*****.**") .EnterMassage("Something") .PressSend().IsFormOk(); Assert.That(isFormWork, "Form isn't work with correct datas"); }
void Awake() { luasupport = new LuaState(); //Check if there is already an instance if (instance == null) { //if not, set it to this. instance = this; } //If instance already exists: else if (instance != this) { //Destroy this, this enforces our singleton pattern so there can only be one instance. Destroy(gameObject); } //Set SoundManager to DontDestroyOnLoad so that it won't be destroyed when reloading our scene. DontDestroyOnLoad(gameObject); }