// Use this for initialization void Awake() { if (m_instance == null) { m_instance = this; } else { Destroy(this); } if (m_eventDatabase == null) { m_eventDatabase = new Dictionary <RoomWall, RoomUnityEvent>(); } m_rotationTick = new WaitForSeconds(Time.deltaTime); m_rotationRefresh = new UnityTimer(); m_rotationRefresh.Start(0); // make timer load up with 0 wait StartCoroutine(SetupRoom()); }
private void OnDestroy() { m_instance = null; }