public cMyGrids Grids; // main grids . only one // private Dictionary<int, AudioChannelBase> channels = new Dictionary<int, AudioChannelBase>(); public void Initial( ){ if (hadInit)return; hadInit = true; //this.GetAudioClipFunc = getAudioClipFunc; //UnitPool = new Dictionary< int , UNIT_DATA >(); //CampPool = new Dictionary< _CAMP , cCamp >(); Grids = new cMyGrids(); }
void Awake( ){ instance = this; // special singleton bIsReady = false; bIsStageEnd = false; //UIRoot mRoot = NGUITools.FindInParents<UIRoot>(gameObject); //fUIRatio = (float)mRoot.activeHeight / Screen.height; //float ratio = (float)mRoot.activeHeight / Screen.height; // UI Event // UIEventListener.Get(BackGroundObj).onClick += OnBackGroundClick; // grid //Grids = new cMyGrids (); GameScene.Instance.Initial (); // it will avoid double initial inside. Grids = GameScene.Instance.Grids; // smart pointer reference // ActionPool = List< uAction >(); // record all action to do // Debug Code jump to stage // GameDataManager.Instance.nStageID = 1; // create singloten // can't open panel in awake // Don't open create panel in stage awake. i have develop mode that place stage in scene initial. the panelmanager don't initial here }