public static void CreateAllConditionsAsset() { // Create an instance of the AllConditions object and make an asset for it. AllConditions.Instance = ScriptableObjectUtility.CreateSingletonScriptableObject( AllConditions.Instance, BASE_PATH); // Create a new empty array if there is need of it. if (AllConditions.Instance.conditions == null) { AllConditions.Instance.conditions = new Condition[0]; } }
public static void CreateAllGameScriptableScenesAsset() { // Create an instance of the All object and make an asset for it. AllGameScriptableScenes.Instance = ScriptableObjectUtility.CreateSingletonScriptableObject( AllGameScriptableScenes.Instance, BASE_PATH); // Create a new empty array if there is need of it. if (AllGameScriptableScenes.Instance.scriptableScenes == null) { AllGameScriptableScenes.Instance.scriptableScenes = new ScriptableScene[0]; } }
public static void CreateAllSavesDataAsset() { // Create an instance of the All object and make an asset for it. AllSavesData.Instance = ScriptableObjectUtility.CreateSingletonScriptableObject( AllSavesData.Instance, BASE_PATH); // Create a new empty array of Conditions. if (AllSavesData.Instance.saveDatas == null) { AllSavesData.Instance.saveDatas = new SaveData[0]; } }
public static void CreateAllGameLanguagesAsset() { // Create an instance of the All object and make an asset for it. AllGameLanguages.Instance = ScriptableObjectUtility.CreateSingletonScriptableObject( AllGameLanguages.Instance, BASE_PATH); // Create a new empty array if there is need of it. if (AllGameLanguages.Instance.gameLanguagesList == null) { AllGameLanguages.Instance.gameLanguagesList = new List <GameLanguageItem>(); } checkPreviousLanguages(); }