void Update()
 {
     if (!playerMovement.moveState.Equals(MoveState.ideal))
     {
         time -= Time.deltaTime;
         if (time < 0)
         {
             GameObject path = new GameObject("path");
             path.transform.parent = GameObject.FindGameObjectWithTag("PathLevel").transform;
             SpriteRenderer spriteRender = (SpriteRenderer)path.AddComponent(typeof(SpriteRenderer));
             spriteRender.transform.position = gameObject.transform.position;
             spriteRender.sprite             = path_sprite;
             DoNotDestroyMe doNotDestroyMe = path.AddComponent <DoNotDestroyMe>();
             time = resetTime;
         }
     }
 }
示例#2
0
    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);
        }

        //Sets this to not be destroyed when reloading scene
        DontDestroyOnLoad(gameObject);
    }