private bool doingSetup = true; //Boolean to check if we're setting up board, prevent Player from moving during setup. //Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Assign enemies to a new List of Enemy objects. enemies = new List<Enemy>(); //Get a component reference to the attached BoardManager script boardScript = GetComponent<BoardManager>(); //Call the InitGame function to initialize the first level InitGame(); }
// Awake is always called before any Start functions // Only called once. void Awake() { //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); keepLoadedStars = new List<GameObject>(); if (lastKnownPosition == Vector2.zero) // no last known position instance.virtualPosition = PlayerData.instance.lastPosition; // TODO: update to respond to server call else instance.virtualPosition = lastKnownPosition; virtualPosition = instance.virtualPosition; //virtualPosition = instance.virtualPosition; //Call the InitGame function to initialize the starting level if (SceneManager.GetActiveScene().buildIndex == SectorLevel) InitGame(); }
public bool storyMode = true; //~Z 16.01.31 | Currently setting strictly from code - as this is generated in Runtime //Awake is always called before any Start functions ~Z 16.01.30 | Not 100% clear whether this is done on each Scene reload? void Awake() { Debug.Log ("GameManager is Awake!"); //~Z 16.01.30 | Setting up this singleton - important since we're using this with persistent DontDestroyOnLoad //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene - or loading a new scene. DontDestroyOnLoad(gameObject); //Assign enemies to a new List of Enemy objects. enemies = new List<Enemy>(); enemies2 = new List<Enemy>(); //~Z 16.01.30 | assuming this is only run once per game session. enemies3 = new List<Enemy>(); enemies4 = new List<Enemy>(); enemies5 = new List<Enemy>(); //Get a component reference to the attached BoardManager script boardScript = GetComponent<BoardManager>(); currentIRCListener = GetComponent<TwitchIrcListener> (); //Call the InitGame function to initialize the first level InitGame(); } //End.Awake()
//Awake is always called before any Start functions void Awake() { //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Call the InitGame function to initialize the first level InitGame(); }
//Awake is always called before any Start functions void Awake() { doingSetup = true; //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Assign enemies to a new List of Enemy objects. enemies = new List<MovingObject>(); //Assign bullets to a new List of Projectile objects. bullets = new List<Projectile>(); //Get a component reference to the attached BoardManager script boardScript = GetComponent<BoardManager>(); //Call the InitGame function to initialize the first level InitGame(); // it is the first turn of this level firstTurn = true; //Start the phase changing routine StartCoroutine("phaseShifter"); }
//Awake is always called before any Start functions void Awake() { observers = new List<IObserver> (); levelText = GameObject.Find ("LevelText").GetComponent<Text>(); levelText.text = "Level: " + level; //Check if instance already exists if (instance == null) //if not, set instance to this instance = this; //If instance already exists and it's not this: else if (instance != this) //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager. Destroy(gameObject); //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Get a component reference to the attached BoardManager script columnedRoomGeneration = GetComponent<BlockMapGeneration>(); drunkardWalk = GetComponent<DrunkardWalk> (); binarySpacePartioning = GetComponent<BinarySpacePartioning> (); //Call the InitGame function to initialize the first level InitGame(); }
void Start() { gameManager = GameObject.Find ("GameManager").GetComponent<Completed.GameManager>(); }
/* * Called when the scene is loaded; performs setup. */ void OnLevelWasLoaded(int index) { if (instance == null) instance = this; else if (instance != this) Destroy(gameObject); // destroy this if one already exists, to preserve singleton. DontDestroyOnLoad(gameObject); // don't destroy this when reloading scene mode = BoardManager.mode; // assign enemies to a new List of Enemy objects. if (mode == 1) { blueComp = new List<Enemy>(); } else if (mode == 2) { redComp = new List<Enemy>(); } // find and remember UI elements for use later ui_confirm = GameObject.Find("Confirmation"); ui_confirmText = GameObject.Find("ConfirmPromptText").GetComponent<Text>(); ui_confirm.SetActive(false); // get a component reference to the attached BoardManager script boardScript = GetComponent<BoardManager>(); // initialize the rest of the game InitGame(); }