// Use this for initialization void Awake() { #region Singleton Behaviour /* Singleton behaviour. */ if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(gameObject); Destroy(this); return; } DontDestroyOnLoad(gameObject); #endregion hotSpot = new Vector2(cursorTexture.width / 2, cursorTexture.height / 2); // middle of the crossheir inventoryUIOn = false; dialogueUIOn = false; insigniaOn = false; journalOn = false; healthBarOn = true; expBarOn = true; playerController = player.GetComponent <PlayerController>(); playerInventory = inventory.GetComponent <PlayerInventory>(); questTracker = questTrackerObj.GetComponent <UIQuestTracker>(); dialogue = dialogueObj.GetComponent <DialogueManager>(); insigniaPanel = insigniaObj.GetComponent <InsigniaPanel>(); healthBar = healthBarObj.GetComponent <HealthBar>(); journal = journalObj.GetComponent <Journal>(); expBar = expBarObj.GetComponent <EXPBar>(); itemTooltip = itemTooltipObj.GetComponent <ItemTooltip>(); playerHp = playerController.Hp; /* Turn on (initialize) the UI, then turn it back off (assumes they're hidden in Unity editor at start). */ inventory.SetActive(true); inventory.SetActive(false); dialogueObj.SetActive(true); dialogueObj.SetActive(false); insigniaObj.SetActive(true); insigniaObj.SetActive(false); journalObj.SetActive(true); journalObj.SetActive(false); itemTooltipObj.SetActive(true); itemTooltipObj.SetActive(false); }
// Use this for initialization void Awake() { #region Singleton Behaviour /* Singleton behaviour. */ if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(this); return; } //DontDestroyOnLoad(gameObject); already in UI #endregion questBlockGOs = new List <GameObject>(); blockHeights = new List <float>(); }