// Use this for initialization void Awake() { worldStates = new List <WorldState>(); worldStates.Add(startWorldState); worldEventProducers = SceneUtils.FindObjectsOf <WorldEventProducer>(); worldEventProducers.ForEach(weProducer => weProducer.AddEventListener(this.gameObject)); }
public static void UnMuteAll() { List <SoundObject> sounds = SceneUtils.FindObjectsOf <SoundObject>(); foreach (SoundObject sound in sounds) { sound.UnMute(); } }
public static void ResumeGame() { List <CSBehaviour> pausableObjects = SceneUtils.FindObjectsOf <CSBehaviour>(); foreach (CSBehaviour pausable in pausableObjects) { pausable.OnResumeGame(); } }
public static T FindObjectOf <T>() //TODO: improve { List <T> foundObjects = SceneUtils.FindObjectsOf <T>(); if (foundObjects.Count > 0) { return(foundObjects[0]); } Debug.Log("[SceneUtils] {WARN} could not find the object!"); return(default(T)); }
public static void MuteAll(SoundType soundType) { List <SoundObject> sounds = SceneUtils.FindObjectsOf <SoundObject>(); foreach (SoundObject sound in sounds) { if (sound.soundType == soundType) { sound.Mute(); } } }
private void RemoveDuplicateLoaderObjects() { if (!Loader.isRemovingDuplicates) { Loader.isRemovingDuplicates = true; List <Loader> existingLoaders = SceneUtils.FindObjectsOf <Loader>(); Debug.Log("loader count " + existingLoaders.Count); if (existingLoaders.Count > 1) { for (int i = 1; i < existingLoaders.Count; i++) { Destroy(existingLoaders[i].gameObject); } } Loader.isRemovingDuplicates = false; } }