void Start()
 {
     isUnderwater      = false;
     saveManagerScript = GameObject.FindWithTag("SaveManager").GetComponent <SaveManagerScript>();
     rectTransform     = gameObject.GetComponent <RectTransform>();
     StartCoroutine(DepleteAir());
 }
 private void Awake()
 {
     saveManagerScript = GameObject.FindWithTag("SaveManager").GetComponent <SaveManagerScript>();
     StartController.OnCloseStartCanvas += JumpInWater;
     ShopController.OnCloseShop         += JumpInWater;
     ShopController.OnBuySpeed          += AddSpeed;
     ShopController.OnBuyFlashlight     += AddFlashLight;
 }
    //Awake is always called before any Start functions
    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);
    }
示例#4
0
    public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        Scene currentScene = SceneManager.GetActiveScene();

        if (currentScene.name == "Game")
        {
            saveManagerScript = GameObject.FindWithTag("SaveManager").GetComponent <SaveManagerScript>();

            if (isLoadingGame)
            {
                LoadData();
                saveManagerScript.LoadFields(loadData);
            }
        }
        else if (currentScene.name == "GameEndScene")
        {
            isLoadingGame = false;
            File.Delete(Application.persistentDataPath + "/SaveData.json");
        }
    }