private void OnDestroy() { if (Instance == this) { Instance = null; } }
private void OnEnable() { if (Instance == null) { Instance = this; } entityManager = World.Active.GetOrCreateManager <EntityManager>(); CreateGameSystems(); for (int i = 0; i < hazards.Length; i++) { Entity newPrefabEntity = entityManager.Instantiate(hazards[i]); entityManager.AddComponentData <Prefab>(newPrefabEntity, new Prefab()); gameplayHazardIndexToPrefabs.Add(newPrefabEntity); } for (int i = 0; i < hazardsBackground.Length; i++) { Entity newPrefabEntity = entityManager.Instantiate(hazardsBackground[i]); entityManager.AddComponentData <Prefab>(newPrefabEntity, new Prefab()); backgroundHazardIndexToPrefabs.Add(newPrefabEntity); } }