//Feedback //Awake is always called before any Start functions void Awake() { Application.targetFrameRate = 300; //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); } //Sets this to not be destroyed when reloading scene DontDestroyOnLoad(gameObject); //Get components levelManager = GetComponent <LevelManager>(); boundManager = GetComponent <BoundManager>(); lineRenderer = GetComponent <LineRenderer>(); adMobManager = GetComponent <AdMobManager>(); colorManager = GetComponent <ColorManager>(); uIManager = GetComponent <UIManager>(); //iAPManager = new IAPManager(); //Init objects trajectorySimulator = new TrajectorySimulation(lineRenderer); ballObjectsList = new List <GameObject>(); }
private List <GameObject> trajectoryPoints; // List of all trajectory points // Initialization of singleton. private void Awake() { if (!Instance) // Determine if instance is null { Instance = this; // Assign instance } else if (Instance != this) // Determine if instance already assigned { Destroy(gameObject); // If we have that already, we don't need another one. } }
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); } myController = Instantiate(controller, transform.position, Quaternion.identity); myController.SetActive(false); arrowSprite = arrow.GetComponent <SpriteRenderer>(); arrowBaseScale = arrow.transform.localScale; arrowBaseRotation = arrow.transform.rotation; rBody = GetComponent <Rigidbody2D>(); laTrajectoire = GetComponent <TrajectorySimulation>(); }