/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Awake() is being used for error checking of incorrectly attatched components in the inspector (BEGIN) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Awake() { Singleton_Main_Menu_Functionality = this; if (quit_menu_obj == null) //Checks to see if quit_menu_obj was correctly attached in the inspector { Debug.LogError("The gameobject for 'quit_menu_obj' was not assigned before the game was started."); /* This would be for assigning the game object to the inspector in case it wasn't assigned correctly during edit mode */ /* * Currently this does not work, because the object starts out as inactive. * If you want to use the next line of code, then... * You will need to set it to active in the inspector, * this code will assign it correctly in awake, * and then turn it off in start once the connection has been made. */ //quit_menu_obj = GameObject.Find("Quit_Menu"); //GameObject.Find ("Play_Menu_Functionality"); } }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Awake() is being used for error checking of incorrectly attatched components in the inspector (BEGIN) /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void Awake() { Singleton_Main_Menu_Functionality = this; }