示例#1
0
        /// <summary>
        /// Only ever called once, mainly used to initialize variables.
        /// </summary>
        private void Awake()
        {
            // For this particular MonoBehaviour, we only want one instance to exist at any time, so store a reference to it in a static property
            //   and destroy any that are created while one already exists.
            if (instance != null)
            {
                Logger.log?.Warn($"Instance of {this.GetType().Name} already exists, destroying.");
                GameObject.DestroyImmediate(this);
                return;
            }
            GameObject.DontDestroyOnLoad(this); // Don't destroy this object on scene changes
            instance = this;
            Logger.log?.Debug($"{name}: Awake()");

            DiaryData.Init();
            BSEvents.levelCleared  += LevelClearEvent;
            BSEvents.levelFailed   += LevelClearEvent;
            BSEvents.noteWasCut    += HandleScoreControllerNoteWasCut;
            BSEvents.noteWasMissed += HandleScoreControllerNoteWasMissed;

            /* call only one time */
            BSEvents.lateMenuSceneLoadedFresh += SetGoodRateChart;
            BSEvents.lateMenuSceneLoadedFresh += SetDiaryButton;

            SceneManager.sceneLoaded += SceneManager_sceneLoaded;
            Log.Write("Stats OnLoad");
        }
示例#2
0
 /// <summary>
 /// Called when the script is being destroyed.
 /// </summary>
 private void OnDestroy()
 {
     Logger.log?.Debug($"{name}: OnDestroy()");
     instance = null; // This MonoBehaviour is being destroyed, so set the static instance property to null.
 }