/// <summary> /// OnEnable and Find TextBox Object. /// </summary> void OnEnable( ) { // Now , At ScenarioNode OnEnable #if false ViNoSoundPlayer pl = ISoundPlayer.Instance as ViNoSoundPlayer; pl.SetSoundData(soundData); #endif FindTextBoxObjects(); }
/// <summary> /// Checks the instance. /// if Played , the Played Scenario is the instance. /// if Awaken , the Awaken Scenairo is the instance. /// </summary> private void CheckInstance() { // DialogPartNode OnEnable is off. // SOUND DATA IS NOT USED CURRENTLY. #if false if (soundData != null) { ViNoSoundPlayer pl = ISoundPlayer.Instance as ViNoSoundPlayer; pl.SetSoundData(soundData); } #endif // Debug.Log( "ScenarioNode Check Instance."); /* if( saveInfo == null ){ * Debug.LogWarning( "SaveInfo not Attached to " + name + "ScenarioNode. The GameState of this ScenarioNode is NOT Saved." ) ; * } * //*/ if (flagTable == null) { Debug.LogWarning("FlagTable not Attached to " + name + "ScenarioNode. Flag Information is NOT to be Saved."); } if (ScenarioCtrl.Instance != null && ScenarioCtrl.Instance.destroyPrevScenario) { if (instance != null && instance.gameObject != this.gameObject) { // instance.gameObject.SetActive( false) ; Destroy(instance.gameObject); } } // Debug.Log( "ScenarioNode Instance is now :" + this.name ); instance = this; // Play a Scenario and Active. Currently false. // instance.gameObject.SetActive( true ); }