Beispiel #1
0
    static Music_Player instance = null; // our single music_player that the class will keep track of.
    //This music player will remain active throughout the entire game, or until we destroy it manually

    void Awake()
    {
        if (instance != null)    // If there's no music player already existing
        {
            Destroy(gameObject); // Destroys the game object to which the current game object is attached
        }
        else
        {
            instance = this;                          // We set the instance var to the current musicplayer instance
            GameObject.DontDestroyOnLoad(gameObject); // gameObject is the literal game object that we've attached this script to, GameObject is the class of the method 'DontDestroyOnLoad'
        }
    }
Beispiel #2
0
 private void Awake()
 {
     if (instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         instance = this;
         GameObject.DontDestroyOnLoad(gameObject);
     }
 }
Beispiel #3
0
 // Use this for initialization
 void Start()
 {
     if (instance != null)
     {
         Destroy(gameObject);
         print("duplicate music player removed");
     }
     else
     {
         instance = this;
         GameObject.DontDestroyOnLoad(gameObject);
     }
 }
 void Awake()
 {
     if (instance != null)
     {
         Destroy(gameObject);
         print("Duplicate music player self-destructing");
     }
     else
     {
         instance = this;
         GameObject.DontDestroyOnLoad(gameObject);
     }
 }
Beispiel #5
0
 public void OnUnityAdsDidStart(string placementId)
 {
     adStarted = true;
     mPlayer   = (Music_Player)FindObjectOfType(typeof(Music_Player));
     if (mPlayer)
     {
         mPlayer.adAudioMute();
     }
     else
     {
         Debug.Log("Couldn't find Music_player in scene");
     }
     Time.timeScale = 0;
 }
Beispiel #6
0
 void Awake()
 {
     //Debug.Log ("Testing Wake: "+ GetInstanceID());
     // to prevent recreation of music, use the Singleton pattern,
     //which if there is no gameObject exists, set it; otherwise, destroy the new one.
     if (instence != null)
     {
         Destroy(gameObject);
     }
     else
     {
         instence = this;
         GameObject.DontDestroyOnLoad(gameObject);
     }
 }