//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); } loadDatas(); if (b_DesktopInputs && SceneManager.GetActiveScene().buildIndex != 0) // Desktop case. Only if we are not in the main menu Scene { StartCoroutine(changeLockStateLock()); } _backInputs = gameObject.GetComponent <backInputs>(); }
public override void OnInspectorGUI() { if (SeeInspector.boolValue) // If true Default Inspector is drawn on screen { DrawDefaultInspector(); } serializedObject.Update(); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("See Inspector :", GUILayout.Width(85)); EditorGUILayout.PropertyField(SeeInspector, new GUIContent(""), GUILayout.Width(30)); EditorGUILayout.EndHorizontal(); GUIStyle style_Yellow_01 = new GUIStyle(GUI.skin.box); style_Yellow_01.normal.background = Tex_01; GUIStyle style_Blue = new GUIStyle(GUI.skin.box); style_Blue.normal.background = Tex_03; GUIStyle style_Purple = new GUIStyle(GUI.skin.box); style_Purple.normal.background = Tex_04; GUIStyle style_Orange = new GUIStyle(GUI.skin.box); style_Orange.normal.background = Tex_05; GUIStyle style_Yellow_Strong = new GUIStyle(GUI.skin.box); style_Yellow_Strong.normal.background = Tex_02; GUILayout.Label(""); backInputs myScript = (backInputs)target; EditorGUILayout.BeginVertical(style_Orange); if (objCanvasInput) { EditorGUILayout.BeginHorizontal(); GUILayout.Label("Back Button Keyboard : ", GUILayout.Width(150)); backButtonDesktop.intValue = EditorGUILayout.Popup(backButtonDesktop.intValue, s_inputListKeyboardButton.ToArray()); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("Pause Button Keyboard : ", GUILayout.Width(150)); pauseButtonDesktop.intValue = EditorGUILayout.Popup(pauseButtonDesktop.intValue, s_inputListKeyboardButton.ToArray()); EditorGUILayout.EndHorizontal(); EditorGUILayout.LabelField(""); EditorGUILayout.BeginHorizontal(); GUILayout.Label("Back Button Joystick : ", GUILayout.Width(150)); backButtonJoystick.intValue = EditorGUILayout.Popup(backButtonJoystick.intValue, s_inputListJoystickButton.ToArray()); EditorGUILayout.EndHorizontal(); } else { EditorGUILayout.HelpBox("INFO : The Object InputsManager needs to be activated in the the Hierarchy (Hierarchy : Canvas_MainMenu -> p_Inputs -> inputsManager", MessageType.Warning); } EditorGUILayout.EndVertical(); EditorGUILayout.LabelField(""); serializedObject.ApplyModifiedProperties(); }
void OnEnable() { // Setup the SerializedProperties. SeeInspector = serializedObject.FindProperty("SeeInspector"); backButtonDesktop = serializedObject.FindProperty("backButtonDesktop"); backButtonJoystick = serializedObject.FindProperty("backButtonJoystick"); pauseButtonDesktop = serializedObject.FindProperty("pauseButtonDesktop"); backInputs myScript = (backInputs)target; GameObject tmp = GameObject.Find("InputsManager"); if (tmp) { objCanvasInput = tmp; for (var i = 0; i < tmp.GetComponent <MM_MenuInputs>().remapButtons[0].buttonsList.Count; i++) { s_inputListJoystickAxis.Add(tmp.GetComponent <MM_MenuInputs> ().remapButtons [0].buttonsList [i].name); } for (var i = 0; i < tmp.GetComponent <MM_MenuInputs>().remapButtons[1].buttonsList.Count; i++) { s_inputListJoystickButton.Add(tmp.GetComponent <MM_MenuInputs> ().remapButtons [1].buttonsList [i].name); } for (var i = 0; i < tmp.GetComponent <MM_MenuInputs>().remapButtons[2].buttonsList.Count; i++) { s_inputListKeyboardAxis.Add(tmp.GetComponent <MM_MenuInputs> ().remapButtons [2].buttonsList [i].name); } for (var i = 0; i < tmp.GetComponent <MM_MenuInputs>().remapButtons[3].buttonsList.Count; i++) { s_inputListKeyboardButton.Add(tmp.GetComponent <MM_MenuInputs> ().remapButtons [3].buttonsList [i].name); } } Tex_01 = MakeTex(2, 2, new Color(1, .8f, 0.2F, .4f)); Tex_02 = MakeTex(2, 2, new Color(1, .8f, 0.2F, .4f)); Tex_03 = MakeTex(2, 2, new Color(.3F, .9f, 1, .5f)); Tex_04 = MakeTex(2, 2, new Color(1, .3f, 1, .3f)); Tex_05 = MakeTex(2, 2, new Color(1, .5f, 0.3F, .4f)); }