private void Awake() { StartCoroutine(LoadSavesAndSerializers()); Loom.Initialize(); if (Reference == null) { Reference = ScriptableObject.CreateInstance <StoredReferences>(); } if (Application.isEditor) { GetAllInactiveGameObjects(); } if (Instance != null && Instance != this) { if (Application.isEditor) { DestroyImmediate(Instance.gameObject); } else { Destroy(Instance.gameObject); } } Instance = this; hasWoken = true; if (Application.isPlaying && !hasRun) { _cached = Reference; hasRun = true; } else if (!Application.isPlaying) { hasRun = false; if (_cached != null && _cached.Count > 0) { Reference = _cached.Alive(); } } if (_initActions.Count > 0) { foreach (var a in _initActions) { a(); } _initActions.Clear(); } }
void Awake() { Loom.Initialize(); if (Reference == null) { Reference = ScriptableObject.CreateInstance <StoredReferences>(); } if (Application.isEditor) { GetAllInactiveGameObjects(); } if (Instance != null && Instance != this) { Destroy(Instance.gameObject); } Instance = this; hasWoken = true; if (Application.isPlaying && !hasRun) { _cached = Reference; hasRun = true; } else if (!Application.isPlaying) { hasRun = false; if (_cached != null && _cached.Count > 0) { Reference = _cached.Alive(); } } if (_initActions.Count > 0) { foreach (var a in _initActions) { a(); } _initActions.Clear(); } //giving errors, I don't think the previous people got saving working anyway. //I'll look into why if I have time. If not, sorry to whoever has to.************ //DontDestroyOnLoad (transform.gameObject); }
void Awake() { if (Reference == null) { Reference = ScriptableObject.CreateInstance <StoredReferences>(); } GetAllReferences(); if (Application.isEditor) { GetAllInactiveGameObjects(); } if (Instance != null && Instance != this) { Destroy(Instance.gameObject); } Instance = this; hasWoken = true; if (Application.isPlaying && !hasRun) { _cached = Reference; hasRun = true; } else if (!Application.isPlaying) { hasRun = false; if (_cached != null && _cached.Count > 0) { Reference = _cached.Alive(); } } if (_initActions.Count > 0) { foreach (var a in _initActions) { a(); } _initActions.Clear(); } }