private void newToolTip(GameObject gameObject, enumToolTipsList tt) { if (gameObject != null && tt != null) { ToolTipsOrder.Enqueue(new ToolTip(gameObject, tt)); } }
void Awake() { // First we check if there are any other instances conflicting if (Instance != null && Instance != this) { // If that is the case, we destroy other instances Destroy(gameObject); return; } DontDestroyOnLoad(this); // Here we save our singleton instance Instance = this; ToolTipsOrder = new Queue <ToolTip>(); b = new bool[(int)enumToolTipsList._LastOne]; for (enumToolTipsList tt = enumToolTipsList._FirstOne; tt < enumToolTipsList._LastOne; tt++) { b[(int)tt] = PlayerPrefs.GetInt(tt.ToString()) > 0; } }
public bool IsNeedToBeToolTiped(enumToolTipsList tt) { return(!b[(int)tt]); }
public ToolTip(GameObject gameObject, enumToolTipsList tt) { this.gameObject = gameObject; this.tt = tt; }