private void Awake() { // ! gameCtrl.Init is just here while building levels, so we don't need to go through PreGame during testing. // Once game is ready to ship, delete it. items = Resources.Load <ItemBaseSet>("ScriptableObjects/SpriteSets/ItemBaseSet"); enemies = Resources.Load <EnemySet>("ScriptableObjects/SpriteSets/EnemySet"); spriteTossableSet = Resources.Load <SpriteTossableSet>("ScriptableObjects/SpriteSets/SpriteTossableSet"); holdWeight = Resources.Load <ScriptableInt>("ScriptableObjects/weightHeldObj"); mousePos = Resources.Load <ScriptableVector2>("ScriptableObjects/v2_mouseWorldPos"); levelMsg = Resources.Load <StringParamEvent>("ScriptableObjects/Events/WithParam/Str_AnyMsg"); WaterSurfaceYPos = (waterObj.transform.position.y + (waterObj.GetComponent <Game2DWater>().WaterSize.y * 0.5f)); gameCtrl.Init(); }
protected override void Awake() { base.Awake(); items = Resources.Load <ItemBaseSet>("ScriptableObjects/SpriteSets/ItemBaseSet"); items.Add(this); }