void Start() { staticRef = this; crossAmount = 1f; initialVolA = musicA.volume; initialVolB = musicB.volume; }
void Awake() { if (crossfade == null) { crossfade = GameObject.FindObjectOfType <Crossfade> (); } }
public override int GetHashCode() { // Use a different bit for bool fields: bool.GetHashCode() will return 0 (false) or 1 (true). So we would // end up having the same hash code for e.g. two instances where one has only noCache set and the other // only noStore. var result = Autoplay.GetHashCode() ^ (Crossfade.GetHashCode() << 1); // increase shift by one for every bool field if (CurrentSlide != null) { result ^= CurrentSlide.GetHashCode(); } return(result); }
void Awake() { Crossfade.instance = this; if (SoundManager.instance.AudioOn) { if (SoundManager.instance.SFXOn) { if (Application.loadedLevelName == "LevelBase") { Crossfade.instance.ForestAmbient.Play(); } else if (Application.loadedLevelName == "TitleScreen") { Crossfade.instance.ReflectionTreeAmbient.Play(); } } if (SoundManager.instance.BGMOn) { if (Application.loadedLevelName == "LevelBase") { Crossfade.instance.ForestBGM.Play(); } else if (Application.loadedLevelName == "TitleScreen") { // I sure hope we get menu music sometime. } } } }