private void OnValidate() { if (_screenFader == null) { _screenFader = GetComponentInChildren <ScreenFader> (); } if (_sceneController == null) { _sceneController = GetComponentInChildren <SceneController> (); } if (_eventManager == null) { _eventManager = GetComponentInChildren <EventManager> (); } if (_vfxController == null) { _vfxController = GetComponentInChildren <VFXController> (); } if (_backgroundMusicPlayer == null) { _backgroundMusicPlayer = GetComponentInChildren <BackgroundMusicPlayer> (); } }
private void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(this.gameObject); return; } Destroy(this.gameObject); }
void Awake() { _instance = this; player = GameObject.FindGameObjectWithTag(PlayerTag); gameDialogueObject = FindObjectOfType(typeof(GameDialogue)) as GameDialogue; scenarioControlObject = FindObjectOfType(typeof(ScenarioControl)) as ScenarioControl; backGroundMusicPlayer = FindObjectOfType(typeof(BackgroundMusicPlayer)) as BackgroundMusicPlayer; checkPointManager = FindObjectOfType(typeof(CheckPointManager)) as CheckPointManager; playerRuntimeCameraConfig = FindObjectOfType(typeof(PlayerCameraRuntimeConfig)) as PlayerCameraRuntimeConfig; }
void Awake() { if (instance != null) { Destroy(gameObject); print("Duplicate destroyed"); } else { instance = this; GameObject.DontDestroyOnLoad(gameObject); } }
void Awake() { // If there's already a player... if (Instance != null && Instance != this) { //...if it use the same music clip, we set the audio source to be at the same position, so music don't restart if (Instance.musicAudioClip == musicAudioClip) { m_TransferMusicTime = true; } //...if it use the same ambient clip, we set the audio source to be at the same position, so ambient don't restart if (Instance.ambientAudioClip == ambientAudioClip) { m_TransferAmbientTime = true; } // ... destroy the pre-existing player. m_OldInstanceToDestroy = Instance; } s_Instance = this; DontDestroyOnLoad(gameObject); m_MusicAudioSource = gameObject.AddComponent <AudioSource> (); m_MusicAudioSource.clip = musicAudioClip; m_MusicAudioSource.outputAudioMixerGroup = musicOutput; m_MusicAudioSource.loop = true; m_MusicAudioSource.volume = musicVolume; if (musicPlayOnAwake) { m_MusicAudioSource.time = 0f; m_MusicAudioSource.Play(); } m_AmbientAudioSource = gameObject.AddComponent <AudioSource>(); m_AmbientAudioSource.clip = ambientAudioClip; m_AmbientAudioSource.outputAudioMixerGroup = ambientOutput; m_AmbientAudioSource.loop = true; m_AmbientAudioSource.volume = ambientVolume; if (ambientPlayOnAwake) { m_AmbientAudioSource.time = 0f; m_AmbientAudioSource.Play(); } }
///////////////////////////////////////////////////////////////////////////// // //Initializers // private void Start() { //fill data gameData = FindObjectOfType <GameData>(); tempOptionData = gameData.GameOptionData; backgroundMusic = FindObjectOfType <BackgroundMusicPlayer>(); //default color preinitialization defaultDifficultyColor = easy.colors.normalColor; defaultEndlessBtnColor = endless.colors.normalColor; //fill data in UI components masterVolume.value = gameData.GameOptionData.masterVolume; if (tempOptionData.GameDifficulty == OptionData.Difficulty.Easy) { OnClickEasy(); } else if (tempOptionData.GameDifficulty == OptionData.Difficulty.Normal) { OnClickNormal(); } else { OnClickHard(); } armyWidth.text = tempOptionData.ArmySize.x.ToString(); armyHeight.text = tempOptionData.ArmySize.y.ToString(); health.text = tempOptionData.Health.ToString(); maxScore.text = tempOptionData.maxScore.ToString(); scorePerKill.text = tempOptionData.ScorePerKill.ToString(); SetEndless(tempOptionData.endless); //sign in to option UI events masterVolume.onValueChanged.AddListener(OnMasterVolumeChanged); easy.onClick.AddListener(OnClickEasy); normal.onClick.AddListener(OnClickNormal); hard.onClick.AddListener(OnClickHard); armyWidth.onEndEdit.AddListener(OnEndEditArmyWidth); armyHeight.onEndEdit.AddListener(OnEndEditArmyHeight); health.onEndEdit.AddListener(OnEndEditHealth); endless.onClick.AddListener(OnClickEndless); maxScore.onEndEdit.AddListener(OnEndEditMaxScore); defaultBtn.onClick.AddListener(OnClickDefault); applyBtn.onClick.AddListener(OnClickApply); //sign in to back button click event Button back = GameObject.Find("Back").transform.GetChild(0).GetComponent <Button>(); back.onClick.AddListener(OnBackClick); }
void Awake() { instance = this; radio = GetComponent <AudioSource>(); try { radio.loop = true; radio.clip = backgroundMusicClip; radio.Play(); } catch (Exception e) { Debug.LogWarning(e.Message); } }
private void Awake() { if (Instance != null && Instance != this) { if (Instance.musicAudioClip == musicAudioClip) { transferMusicTime = true; } if (Instance.ambientAudioClip == ambientAudioClip) { transferAmbientTime = true; } oldInstanceToDestroy = Instance; } instance = this; DontDestroyOnLoad(gameObject); musicAudioSource = gameObject.AddComponent <AudioSource>(); musicAudioSource.clip = musicAudioClip; musicAudioSource.outputAudioMixerGroup = musicOutput; musicAudioSource.loop = true; musicAudioSource.volume = musicVolume; if (musicPlayOnAwake) { musicAudioSource.time = 0f; musicAudioSource.Play(); } ambientAudioSource = gameObject.AddComponent <AudioSource>(); ambientAudioSource.clip = ambientAudioClip; ambientAudioSource.outputAudioMixerGroup = ambientOutput; ambientAudioSource.loop = true; ambientAudioSource.volume = ambientVolume; if (ambientPlayOnAwake) { ambientAudioSource.time = 0f; ambientAudioSource.Play(); } }
void Initialize() { if (singleton != null) { if (this == singleton) { InitializeSingleton(); } else { Destroy(gameObject); } } else { singleton = this; InitializeSingleton(); } }
private void Awake() { _audioSourcePool = GetComponent <AudioSourcePool>(); _musicPlayer = GetComponent <BackgroundMusicPlayer>(); }