void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(this); } else { Destroy(gameObject); } }
// Start is called before the first frame update void Start() { lid = transform.GetChild(0); grabbable = GetComponent <Grabbable>(); grabbable.OnPickup += OnPickup; grabbable.OnDrop += OnDrop; this.sceneWrangler = FindObjectOfType <SceneWrangler>(); List <SceneWrangler> wranglers = FindObjectsOfType <SceneWrangler>().ToList(); foreach (SceneWrangler wrangler in wranglers) { if (wrangler.levelState == LevelLoadingProcess.Idle) { this.sceneWrangler = wrangler; } } }
private void reloadOrderList() { List <SceneWrangler> wranglers = FindObjectsOfType <SceneWrangler>().ToList(); foreach (SceneWrangler wrangler in wranglers) { if (wrangler.levelState == LevelLoadingProcess.Idle) { sceneWrangler = wrangler; } } print("reloading order list"); armVictoryState = true; StageSettings_ld48 settings = (StageSettings_ld48)sceneWrangler.currentSceneContainer.stageSettings; orderQueue.Clear(); activeOrderList.Clear(); orderAddTimes.Clear(); if (enforceTime) { foreach (Order order in settings.recipesOrders) { orderQueue.Enqueue(order); } activeOrderList.Add(orderQueue.Dequeue()); orderAddTimes.Add(Time.time); lastAddTime = Time.time; } else { activeOrderList.AddRange(settings.recipesOrders); } guiManager gui = FindObjectOfType <guiManager>(); gui.UpdateOrderList(); }
// Start is called before the first frame update void Start() { rigidbody = GetComponent <Rigidbody>(); collider = GetComponent <Collider>(); List <SceneWrangler> wranglers = FindObjectsOfType <SceneWrangler>().ToList(); foreach (SceneWrangler wrangler in wranglers) { if (wrangler.levelState == LevelLoadingProcess.Idle) { this.sceneWrangler = wrangler; } } foreach (Transform child in transform) { if (child.name == "taDaParticles") { particleSystem = child.GetComponentInChildren <ParticleSystem>(); } } }
//void OnEnable () //{ // SceneWrangler.sceneLoadComplete += updateWrangler; //} //private void OnDisable() //{ // SceneWrangler.sceneLoadComplete -= updateWrangler; //} // Update is called once per frame void updateWrangler() { wrangler = FindObjectOfType <SceneWrangler>(); }