protected void OnEnable() { PlayerData.Create(); s_Instance = this; m_ConsumableDatabase.Load(); // We build a dictionnary from state for easy switching using their name. m_StateDict.Clear(); if (states.Length == 0) { return; } for (int i = 0; i < states.Length; ++i) { states[i].manager = this; m_StateDict.Add(states[i].GetName(), states[i]); } m_StateStack.Clear(); PushState(states[0].GetName()); }
protected ShopLIst m_OpenList;//当前打开的界面 void Start() { PlayerData.Create(); consumableDatabase.Load(); AssetBundlesDatabaseHandler.Load(); #if UNITY_ANALYTICS AnalyticsEvent.StoreOpened(StoreType.Soft); #endif m_OpenList = itemList; itemList.Open(); }
void Start() { PlayerData.Create(); consumableDatabase.Load(); AssetBundlesDatabaseHandler.Load(); #if UNITY_ANALYTICS AnalyticsEvent.StoreOpened(StoreType.Soft); #endif #if !UNITY_EDITOR && !DEVELOPMENT_BUILD //Disable cheating on non dev build outside of the editor cheatButton.interactable = false; #else cheatButton.interactable = true; #endif m_OpenList = itemList; itemList.Open(); }
//函数执行顺序:awake onenable start protected void OnEnable() { PlayerData.Create(); s_Instance = this; m_consumableDatabase.Load(); m_StateDict.Clear(); if (states.Length == 0) { return; } //初始化游戏状态字典 for (int i = 0; i < states.Length; ++i) { states[i].manager = this; m_StateDict.Add(states[i].GetName(), states[i]); } m_StateStack.Clear(); PushState(states[0].GetName()); }