protected override void Start() { JCS_UIManager uim = JCS_UIManager.instance; uim.SetJCSDialogue(mDialogueType, this); base.Start(); // pause the app JCS_ApplicationManager.APP_PAUSE = true; }
protected override void Awake() { #if (UNITY_5_4_OR_NEWER) this.mRectTransform = this.GetComponent <RectTransform>(); if (mRectTransform == null) { return; } // this is the new way of doing the "OnLevelWasLoaded" // function call after version 5.4 UnityEngine.SceneManagement.SceneManager.sceneLoaded += (scene, loadingMode) => { JCS_UIManager uim = JCS_UIManager.instance; // Once we load the scene we need to let new object // in the scene know about us! uim.SetJCSDialogue(mDialogueType, this); // add to open window list if the window is open! AddToOpenWindowList(); ResetDialogue(); }; #endif if (mSoundPlayer == null) { this.mSoundPlayer = this.GetComponent <JCS_SoundPlayer>(); } base.Awake(); JCS_SoundSettings ss = JCS_SoundSettings.instance; // Assign Default Audio { if (mOpenWindowClip == null) { this.mOpenWindowClip = ss.DEFAULT_OPEN_WINDOW_CLIP; } if (mCloseWindowClip == null) { this.mCloseWindowClip = ss.DEFAULT_CLOSE_WINDOW_CLIP; } } }
/* Functions */ #if !(UNITY_5_4_OR_NEWER) // Called by Unity after a new level was loaded. private void OnLevelWasLoaded() { this.mRectTransform = this.GetComponent <RectTransform>(); JCS_UIManager uim = JCS_UIManager.instance; // Once we load the scene we need to let new object // in the scene know about us! uim.SetJCSDialogue(mDialogueType, this); // add to open window list if the window is open! AddToOpenWindowList(); ResetDialogue(); }