private void reassignGameObjs() { playerControllerObj = GameObject.Find("PlayerController"); playerController = playerControllerObj.GetComponent <PlayerController>(); fleetCombatInfoObj = GameObject.Find("FleetCombatInfo"); fleetCombatInfo = fleetCombatInfoObj.GetComponent <FleetCombatInfo>(); shipChildrenCollect = playerController.GetComponent <ShipChildrenCollect>(); combatCalc = playerController.GetComponent <CombatCalc>(); buildController = buildControllerObj.GetComponent <BuildController>(); // Load in SaveLoad Utility if (slu == null) { sluObj = GameObject.Find("Persistent_SaveLoad_Obj_Menu"); slu = sluObj.GetComponent <SaveLoadUtility>(); if (slu == null) { Debug.Log("[SaveLoadMenu] Start(): Warning! SaveLoadUtility not assigned!"); } } }
private void SingeltonFCI() { if (Instance != null && Instance != this) { // If that is the case, we destroy other instances Destroy(gameObject); } // Here we save our singleton instance Instance = this; // Furthermore we make sure that we don't destroy between scenes (this is optional) DontDestroyOnLoad(gameObject); }
private void reassignGameObjs() { nextTurnObj = GameObject.Find("NextTurnBTN2"); nextTurnBTN2 = nextTurnObj.GetComponent <NextTurnBTN2>(); mouseObj = GameObject.Find("MouseManager"); mapObj = GameObject.Find("Map"); mouseManager = mouseObj.GetComponent <MouseManager>(); map = mapObj.GetComponent <TileMap>(); fleetCombatInfoObj = GameObject.Find("FleetCombatInfo"); fleetCombatInfo = fleetCombatInfoObj.GetComponent <FleetCombatInfo>(); shipChildrenCollect = playerController.GetComponent <ShipChildrenCollect>(); combatCalc = playerController.GetComponent <CombatCalc>(); }
private void Awake() { fleetCombatInfoObj = GameObject.Find("FleetCombatInfo"); fleetCombatInfo = fleetCombatInfoObj.GetComponent <FleetCombatInfo>(); }