Beispiel #1
0
 void Start()
 {
     volume.value     = PlayerPrefsManager.GetMasterVolume();
     difficulty.value = PlayerPrefsManager.GetDifficulty();
     m = GameObject.FindObjectOfType <musicmanager>();
     l = GameObject.FindObjectOfType <LevelManager>();
 }
Beispiel #2
0
 // Use this for initialization
 void Start()
 {
     m = GameObject.FindObjectOfType <musicmanager>();
     if (m)
     {
         float volume = PlayerPrefsManager.GetMasterVolume();
     }
 }
//PlayerPrefs Int "backgroundMusic" 1(clip_1), 2(clip_2), 3(clip_3) are main music options,
//0, 4, 5 are null slots, 6(clip_4) is full threnody, 7(clip_5) is ancilla tone,
//8(clip_6) is harbinger tone

    void Awake()
    {
        if (instance != null && instance != this)
        {
            Destroy(this.gameObject);
            return;
        }
        else
        {
            instance = this;
        }
        DontDestroyOnLoad(this.gameObject);
    }
Beispiel #4
0
 /// <summary>
 /// Awake is not public because other scripts have no reason to call it directly,
 /// only the Unity runtime does (and it can call protected and private methods).
 /// It is protected virtual so that possible subclasses may perform more specific
 /// tasks in their own Awake and still call this base method (It's like constructors
 /// in object-oriented languages but compatible with Unity's component-based stuff.
 /// </summary>
 protected virtual void Awake()
 {
     // Singleton enforcement
         if (instance == null) {
             // Register as singleton if first
             instance = this;
             DontDestroyOnLoad(this);
         } else {
             // Self-destruct if another instance exists
             Destroy(this);
             return;
         }
 }
Beispiel #5
0
 // Use this for initialization
 void Start()
 {
     musicManager     = GameObject.FindObjectOfType <musicmanager>();
     volume.value     = player_prefManager.GetMasterVolume();
     difficulty.value = player_prefManager.GetDifficulty();
 }