private static bool alreadyReadMasterData = false; //!< マスタデータ読み込みフラグ /// <summary> /// Awake /// </summary> public virtual void Awake() { base.Awake(); // マスタデータ読み込みがまだならば読み込む if (!alreadyReadMasterData) { CommonMasterLoader master = new CommonMasterLoader(); master.InitMasterData(); alreadyReadMasterData = true; } // BGMがなければ作成 if (BGM == null) { BGM = CommonUtil.PrefabInstance("BGM", GameDefine.COMMON_PREFABS_PATH + "BGM", this.gameObject.transform).GetComponent<CommonSound>(); SE = CommonUtil.PrefabInstance("SE", GameDefine.COMMON_PREFABS_PATH + "SE", BGM.gameObject.transform).GetComponent<CommonSound>(); } // 音量調節 BGM.ChangeVolume(OPTION.BGMVolume); SE.ChangeVolume(OPTION.SEVolume); }
private static bool alreadyReadMasterData = false; //!< マスタデータ読み込みフラグ /// <summary> /// Awake /// </summary> public virtual void Awake() { base.Awake(); // マスタデータ読み込みがまだならば読み込む if (!alreadyReadMasterData) { CommonMasterLoader master = new CommonMasterLoader(); master.InitMasterData(); alreadyReadMasterData = true; } // BGMがなければ作成 if (BGM == null) { BGM = CommonUtil.PrefabInstance("BGM", GameDefine.COMMON_PREFABS_PATH + "BGM", this.gameObject.transform).GetComponent <CommonSound>(); SE = CommonUtil.PrefabInstance("SE", GameDefine.COMMON_PREFABS_PATH + "SE", BGM.gameObject.transform).GetComponent <CommonSound>(); } // 音量調節 BGM.ChangeVolume(OPTION.BGMVolume); SE.ChangeVolume(OPTION.SEVolume); }