/// <summary> /// Awake (Unity) function /// This is called FIRST, you may have to increase priority to load this in the Script /// Execution Order (already done in template project). Below are goals of this function: /// * Verify attached files to game Manager for referencing other managers /// other sort of information from outside the particular script you are in. /// * Identify and store the current device / OS that the game is running on and store it. /// * Update Scene To Load Next, This is used for development to quickly change the first scene when you hit play. /// * If this is not Unity Editor make sure levelEditMode is false, to avoid problems where wrong states are called (like input processing sent to levelEditor) /// </summary> protected override void Awake() { Debug.Log("GM_Awake()"); gameManager = GetComponent <GM>() as GM; //if (useAtlas) setAtlas(); if (scene == null) { scene = GameObject.FindGameObjectWithTag("_SM").GetComponent <sceneManager>(); } #if UNITY_EDITOR if (scene.thisScene != currentScene) { currentScene = scene.thisScene; } if (scene.debugOn) { framework.gMode = (int)GameMode.Main; } #else //levelMan.levelEditMode = false; #endif DontDestroyOnLoad(this.gameObject); base.Awake(); // Call Parent Awake }
/// <summary> /// Awake (Unity) function /// This is called FIRST, you may have to increase priority to load this in the Script /// Execution Order (already done in template project). Below are goals of this function: /// * Verify attached files to game Manager for referencing other managers /// other sort of information from outside the particular script you are in. /// * Identify and store the current device / OS that the game is running on and store it. /// * Update Scene To Load Next, This is used for development to quickly change the first scene when you hit play. /// * If this is not Unity Editor make sure levelEditMode is false, to avoid problems where wrong states are called (like input processing sent to levelEditor) /// </summary> protected override void Awake() { Debug.Log("GM_Awake()"); gameManager = GetComponent<GM>() as GM; //if (useAtlas) setAtlas(); if (scene == null) scene = GameObject.FindGameObjectWithTag("_SM").GetComponent<sceneManager>(); #if UNITY_EDITOR if (scene.thisScene != currentScene) { currentScene = scene.thisScene; } if (scene.debugOn) { framework.gMode = (int)GameMode.Slots; } #else //levelMan.levelEditMode = false; #endif DontDestroyOnLoad(this.gameObject); base.Awake(); // Call Parent Awake }