void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); }
private static GameObject end_game_reference; //To instantiate when game is over //Singleton private void Awake() { if (instance == null) { stages = new List <int>(); instance = this; // Its done by this system so its known which scene has which rating 0 being can be played and no score gotten and -1 can't access //Tutorial end_game_reference = end_game_screen; //PlayerPrefs.DeleteAll(); // To debug //Tutorial if (!PlayerPrefs.HasKey(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(1)))) { PlayerPrefs.SetInt(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(1)), 0); stages.Add(0); } else { stages.Add(PlayerPrefs.GetInt(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(1)))); } for (int i = 2; i < SceneManager.sceneCountInBuildSettings; i++) { if (!PlayerPrefs.HasKey(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i)))) { PlayerPrefs.SetInt(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i)), -1); stages.Add(-1); } else { stages.Add(PlayerPrefs.GetInt(System.IO.Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i)))); } } is_back_from_game = false; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
// Update is called once per frame private void Awake() { playerAnimator = GetComponent<Animator>(); manager = FindObjectOfType<scene_manager>(); audioSource = this.gameObject.GetComponent<AudioSource>(); audioController = FindObjectOfType<AudioController>(); }