Пример #1
0
        public void Start()
        {
            if (!varLoaded)
            {
                customGameVariables = GameVariables.Instance.gameObject.AddComponent <CustomGameVariables>();
                customGameVariables.Load(GameVariables.Instance);
                GameVariables.Instance = customGameVariables;
                // Make sure the network uses the new config. I could not find an event that only update the TrackingStation
                // But I guess something exist for when you update it....
                if (CommNetNetwork.Instance != null)
                {
                    CommNetNetwork.Reset();
                }

                log(customGameVariables.ToString());

                // We have to reload everything at each scene changes because the game mess up some of the values...
                GameEvents.onLevelWasLoaded.Add(LoadUpgradesPricesSceneChange);

                // The "Switch Editor" button also reset everything
                GameEvents.onEditorRestart.Add(LoadUpgradesPrices);

                BreakStuff();
            }
        }
Пример #2
0
        public void Start()
        {
            if (!varLoaded)
            {
                customGameVariables = GameVariables.Instance.gameObject.AddComponent <CustomGameVariables>();
                customGameVariables.Load(GameVariables.Instance);
                GameVariables.Instance = customGameVariables;
                // Make sure the network uses the new config. I could not find an event that only update the TrackingStation
                // But I guess something exist for when you update it....
                CommNetNetwork.Reset();
                varLoaded = true;

                log(customGameVariables.ToString());

                GameEvents.onLevelWasLoaded.Add(LoadUpgradesPrices);
            }
        }
Пример #3
0
        public void Start()
        {
            if (!varLoaded)
            {
                customGameVariables = GameVariables.Instance.gameObject.AddComponent <CustomGameVariables>();
                customGameVariables.Load(GameVariables.Instance);
                GameVariables.Instance = customGameVariables;
                varLoaded = true;

                log(customGameVariables.ToString());
            }

            if (varLoaded && !upgradeLoaded)
            {
                LoadUpgradesPrices();

                upgradeLoaded = true;
            }
        }