private void Awake() { if (Instance == null) { Instance = this; } }
private void Awake() { if (_inst != null && _inst != this) { Destroy(this.gameObject); return; } _inst = this; DontDestroyOnLoad(gameObject); //creates music audio source BuildMusicSource(); activeSFXAudioSources = new List <AudioDetails>(); //creates music&sfx audio reference sheet musicList = new Dictionary <string, AudioSerial>(); sfxList = new Dictionary <string, AudioSerial>(); AudioSerial[] assetList = Resources.LoadAll <AudioSerial>("Audio/"); for (int i = 0; i < assetList.Length; i++) { if (sfxList.ContainsKey(assetList[i].name)) { Debug.LogError(assetList[i].name + " is on the list"); } if (assetList[i]._type == AudioType.MUSIC) { musicList.Add(assetList[i].name, assetList[i]); } else if (assetList[i]._type == AudioType.SFX && assetList[i]._enabled) { sfxList.Add(assetList[i].name, assetList[i]); } } BuildMusicSource(); BuildSecondaryMusicSource(); BuildPauseMusicSource(); //_currentSnapshot = _mainSnap; activeSecondaryMusicAudioSource.Source.volume = 0; pauseMusicSource.Source.volume = 0; UpdateVolumes(); //SetMasterVolume(CSaveDataUtility.LoadMasterVolume()); //SetMusicVolume(CSaveDataUtility.LoadMusicVolume()); //SetSFXVolume(CSaveDataUtility.LoadSFXVolume()); }
public void Awake() { if (_inst != null && _inst != this) { Destroy(this.gameObject); return; } _inst = this; //_sfxKeys = new List<string>(); //Setup music. _music = new CAudioSource("music", _volumeMusic, gameObject); //_sfx = new CAudioSource(_volumeSfx, gameObject); }
// Use this for initialization void Start() { hasShoot = false; playerPosition = GameObject.FindGameObjectWithTag("MainCamera").transform; bulletPool = EnemyBulletPool.Instance; audioManager = FindObjectOfType <CAudioManager>(); beenHit = false; if (IsKamikaze) { StartCoroutine(KamikazeAttack()); } if (FireBullets) { StartCoroutine(FirstShoot()); } props = new MaterialPropertyBlock(); }
public void Awake() { if (_inst != null && _inst != this) { Destroy(this.gameObject); return; } _inst = this; DontDestroyOnLoad(this.gameObject); //init _audios = new Dictionary <string, AudioClip>(); _sfxSources = new List <AudioSource>(); AudioClip[] clips = Resources.LoadAll <AudioClip>("Audio/"); //Debug.Log("Hay " + clips.Length + " audios"); for (int i = 0; i < clips.Length; i++) { _audios.Add(clips[i].name, clips[i]); } }
void Awake() { g = this; }