void Start() { socketHost = Game.instance.socketHost; socket = socketHost.GetComponent <SocketIOComponent>(); socket.On("MOVE_BACTERIA", MoveBacteria); rb = GetComponent <Rigidbody>(); }
void Awake() { socketHost = GetComponent <SocketHost>(); spawnBacteriaFood = GetComponent <SpawnBacteriaFood>(); //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); //Call the InitGame function to initialize the first level InitGame(); }
void Start() { socketHost = Game.instance.socketHost; }
void Start() { antibodyId++; socketHost = Game.instance.socketHost; }
void Start() { bacteriaFoodId++; rb = GetComponent <Rigidbody>(); socketHost = Game.instance.socketHost; }