void Awake() { if (instance == null) // se nao tem audio-manager vai instanciar esse mesmo { instance = this; } else // se ja tiver destroi o outro { Destroy(gameObject); } DontDestroyOnLoad(gameObject); // forma de assegurar que o audio-manager nao sera destruido foreach (Sons s in trilha) //criação de todos os sons { //caracteristicas do audios criados: s.fonte = gameObject.AddComponent <AudioSource>(); //audio source vai ser igual a um novo objeto s.fonte.clip = s.musics; //gera uma nova musica s.fonte.volume = s.volume; //gera um novo controle de volume s.fonte.pitch = s.pitch; // gera um novo controlador de pitch s.fonte.loop = s.loop; // gera uma variavel para ver se o audio vai loopar s.fonte.playOnAwake = s.awake; s.fonte.outputAudioMixerGroup = s.mixer; } }
void Awake() { DontDestroyOnLoad(gameObject); if (myInstance == null) { myInstance = this; } else { Destroy(gameObject); return; } foreach (Sound s in mySounds) { s.mySource = gameObject.AddComponent <AudioSource>(); s.mySource.clip = s.myClip; s.mySource.volume = s.myVolume; s.mySource.pitch = s.myPitch; s.mySource.loop = s.myLoop; } }
// Awake is called before Start and Start is called before the first frame update void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); foreach (Sound S in Sounds) { S.Source = Audio_Sources.AddComponent <AudioSource> (); S.Source.clip = S.clip; S.Source.volume = S.Volume; S.Source.pitch = S.Pitch; S.Source.loop = S.Loop; } }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D>(); curPlayer = GameObject.FindWithTag("Player"); am = GameObject.FindGameObjectWithTag("AudioManager"); audioManager = am.GetComponent <Audio_Manager>(); if (nextAsteroid == null) { return; } if (curPlayer == null) { return; } sm = GameObject.FindGameObjectWithTag("ScoreManager"); scoreManager = sm.GetComponent <playerScore>(); mainCamera = Camera.main; cameraShake = mainCamera.GetComponent <CameraShake>(); rb.velocity = transform.right * speed * Time.deltaTime; rb.AddTorque(Random.Range(-5f, 5f)); }
void Start() { audio_manager = FindObjectOfType <Audio_Manager>().GetComponent <Audio_Manager>(); scene_loader = FindObjectOfType <Scene_Loader>().GetComponent <Scene_Loader>(); score_ui_manager = FindObjectOfType <Score_UI_Manager>().GetComponent <Score_UI_Manager>(); bottom_sprite = GameObject.Find("Bottom Support").GetComponent <SpriteRenderer>(); }
// Use this for initialization void Start() { audioManager = GameObject.Find("Audio Manager").GetComponent <Audio_Manager>(); switch (thisPlant) { case GameManager.ShopItems.BASIC: GetComponent <SpriteRenderer>().sprite = basicPlant; break; case GameManager.ShopItems.FIRE: GetComponent <SpriteRenderer>().sprite = firePlantLv3; break; case GameManager.ShopItems.ICE: GetComponent <SpriteRenderer>().sprite = icePlantLv3; break; case GameManager.ShopItems.VOID: GetComponent <SpriteRenderer>().sprite = voidPlantLv3; break; default: GetComponent <SpriteRenderer>().sprite = basicPlant; break; } spriteRender = GetComponent <SpriteRenderer>(); startScale = transform.localScale; }
void Awake() { instance = this; //Fetch the AudioSource from the GameObject source = GetComponent <AudioSource>(); //Ensure the toggle is set to true for the music to play at start-up // m_Play = true; }
void Start() { audio_manager = FindObjectOfType <Audio_Manager>().GetComponent <Audio_Manager>(); current_sprite = GetComponent <SpriteRenderer>(); score_ui_manager = FindObjectOfType <Score_UI_Manager>().GetComponent <Score_UI_Manager>(); }
void Awake() { dm = GameObject.FindGameObjectWithTag("Dm"); SetupSkills(); audio_S = GetComponent<AudioSource>(); am = dm.GetComponent<Audio_Manager>(); anim = GetComponentInChildren<Animator>(); pScript = GetComponent<Player>(); }
//--- Unity Methods ---// private void Awake() { // Init the private variables m_shadowObject = GetComponent <Shadow>(); m_rectTransform = this.GetComponent <RectTransform>(); m_baseRect = m_rectTransform.rect; m_shadowHeight = m_shadowObject.effectDistance.y; keyAudio = GameObject.Find("AudioManager").GetComponent <Audio_Manager>(); }
private void Awake() { DontDestroyOnLoad(this); //keeps the backing track playing if we restart the scene SharedInstance = this; if (playBackingTrackOnStart) { PlayBackingTrack(true); } }
void Start() { audio_manager = FindObjectOfType <Audio_Manager>().GetComponent <Audio_Manager>(); current_sprite = GetComponent <SpriteRenderer>(); level_10_game_mechanics = FindObjectOfType <Level_10_Game_Mechanics>(); ball_pos = FindObjectOfType <Ball>().GetComponent <Transform>(); ball_rb = FindObjectOfType <Ball>().GetComponent <Rigidbody2D>(); block_extents = GetComponent <BoxCollider2D>().bounds.extents.x; score_ui_manager = FindObjectOfType <Score_UI_Manager>().GetComponent <Score_UI_Manager>(); }
public void AddPiece(GameObject socketObject) { //nick's code parentScript.pieceRigidBody.isKinematic = true; parentScript.pieceRigidBody.useGravity = false; parentScript.pieceRigidBody.rotation = socketObject.GetComponent <ArmChecker>().connectionPosition.transform.rotation; parentScript.pieceRigidBody.position = socketObject.GetComponent <ArmChecker>().connectionPosition.transform.position; Audio_Manager.Play("Connection"); localManager.AddPieceToGlobalManager(socketObject); }
private void Awake() //Runs before Start() method. { if (instance != null) { Debug.LogError("More than one AudioManager in the scene!"); } else { instance = this; } }
void Awake() { if (instance != null) { Debug.LogError("More than one AudioManager in the scene"); } else { instance = this; } }
// Use this for initialization void Start() { PlayerScore = sm.GetComponent <playerScore>(); rb = GetComponent <Rigidbody2D>(); disablespriteRenderer = GetComponent <SpriteRenderer>(); disableboxCollider = GetComponent <BoxCollider2D>(); disableShooting = GetComponent <Shooting>(); audioManager = am.GetComponent <Audio_Manager>(); mainCamera = Camera.main; cameraShake = mainCamera.GetComponent <CameraShake>(); }
public void AddPieceToGlobalManager(GameObject socketObject) { //tree stuff globalPartManager.AddPlayerPart(shape, color, socketObject, gameObject); //socket stuff SocketToggle(true); Audio_Manager.Play("Part_Connect"); //connect to object AddToModel(socketLaser.previousCollider.gameObject); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
void Awake() { if (Audio_Manager.Manager != null) { Destroy(gameObject); } else { Manager = GetComponent <Audio_Manager>(); DontDestroyOnLoad(gameObject); } }
void Start() { scene_loader = FindObjectOfType <Scene_Loader>().GetComponent <Scene_Loader>(); audio_manager = FindObjectOfType <Audio_Manager>().GetComponent <Audio_Manager>(); if (Scene_Loader.scene_index != 0 && Scene_Loader.scene_index != 1 && Scene_Loader.scene_index != 9) { scene_transition.SetBool("level_start", true); // scene_transition.SetBool("level_over", false); StartCoroutine(Change_Transition_Color()); } }
void Start() { scene_loader = FindObjectOfType <Scene_Loader>().GetComponent <Scene_Loader>(); audio_manager = FindObjectOfType <Audio_Manager>().GetComponent <Audio_Manager>(); if (Scene_Loader.scene_index == 1 || Scene_Loader.scene_index == 9) { StartCoroutine(Wait_Before_Destroy()); // scene_transition.SetBool("start_transition", true); } }
private void Awake() { if (instance == null) { instance = this; } // Checks if there is already a Audio manager and removes it else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); // Don't get rid of the audio manager when the scene changes }
public Sound[] sounds; //An array of sounds which get set in the inspector void Awake() { instance = this; //Set the instance to itself foreach (Sound s in instance.sounds) //For all the sounds, { s.source = gameObject.AddComponent <AudioSource>(); //Set its audio source to a new source on this object s.source.clip = s.clip; //Set the clip of the audio source s.source.volume = s.volume; s.source.loop = s.loop; } }
void Start() { audio_manager = FindObjectOfType <Audio_Manager>().GetComponent <Audio_Manager>(); current_sprite = GetComponent <SpriteRenderer>(); if (Scene_Loader.scene_index == 11) { level_10_block_spawner = FindObjectOfType <Level_10_Spacial_block_spawn>().GetComponent <Level_10_Spacial_block_spawn>(); score_ui_manager = FindObjectOfType <Score_UI_Manager>().GetComponent <Score_UI_Manager>(); } else { level_6_game_mechanics = FindObjectOfType <Level_6_Game_Mechanics>().GetComponent <Level_6_Game_Mechanics>(); } }
// Use this for initialization void Start() { audioManager = GameObject.Find("Audio Manager").GetComponent <Audio_Manager>(); switch (thisType) { case AudioType.MUSIC: GetComponent <Slider>().value = audioManager.musicVolume; break; case AudioType.EFFECTS: GetComponent <Slider>().value = audioManager.effectVolume; break; } }
// Use this for initialization void Start() { audioManager = GameObject.Find("Audio Manager").GetComponent <Audio_Manager>(); GameManager.Instance.gameOver = false; GameManager.Instance.money = 200; GameManager.Instance.waterLevel = 100; if (playButton) { if ((Input.GetJoystickNames().Length > 0) && (Input.GetJoystickNames()[0] != "")) { playButton.Select(); } } }
// Start is called before the first frame update private void Awake() { //Make it persistent, load from scene to scene if (m_instance != null && m_instance != this) { Destroy(this.gameObject); } else { m_instance = this; DontDestroyOnLoad(this.gameObject); } //play music PlaySound(); }
public void ButtonPress() { if (buttonDone) //how interact with apk { Audio_Manager.Play("Button"); thisAnimator.SetBool("Pressed", true); buttonDone = false; //maybe add a delay? partManager.NonCoreRemovePart(); partParent.transform.position = partParentLocation.transform.position; StartCoroutine(crateManager.CrateCycle()); //create parts is in crate manager as it manages the transition } //else play unsuccessful press sound }
void Start() { // taking references. scene_loader = FindObjectOfType <Scene_Loader>(); rb_ball = GetComponent <Rigidbody2D>(); player_pos = FindObjectOfType <Touch_Control_Script>().transform; audio_manager = FindObjectOfType <Audio_Manager>().GetComponent <Audio_Manager>(); if (Scene_Loader.scene_index != 15 && Scene_Loader.scene_index != 16 && Scene_Loader.scene_index != 17 && Scene_Loader.scene_index != 21) { score_manager = GameObject.Find("Score_UI_Manager").GetComponent <Score_UI_Manager>(); } // ball_to_player_vector helps in attaching the ball with the paddle before launching it. player_to_ball_vector = transform.position - player_pos.position; }
public void UpdateCallState() { // Grab the first caller's room so we can see if everyone else is there too Room_Name firstCallerRoom = m_callParticipants[0].CurrentRoom; // We need to check if it's ONLY this call group in this room. There shouldn't be another group in here if (m_roomManager.GetCurrentCapacity(firstCallerRoom) != m_numParticipants) { m_callState = Call_State.Waiting; return; } // Check in with the individual callers and see if they are in the same room foreach (var caller in m_callParticipants) { // If one of the participants is not in the same room, this call is in a waiting state by default if (firstCallerRoom != caller.CurrentRoom) { m_callState = Call_State.Waiting; return; } } // If all of the callers are in the same room, we still need to determine if they are actually in a chat room // If they are not in a chat room but they are all together, they are still waiting if (firstCallerRoom >= Room_Name.Chat_1 && firstCallerRoom <= Room_Name.Chat_5) { m_callState = Call_State.Active; if (prevState == Call_State.Waiting) { if (audioManager == null) { audioManager = GameObject.Find("AudioManager").GetComponent <Audio_Manager>(); } audioManager.PlayOneShot(2, 0.5f); } prevState = m_callState; } else { m_callState = Call_State.Waiting; prevState = m_callState; } }
//--- Unity Methods ---// private void Awake() { // Init the private variables m_roomManager = GameObject.FindObjectOfType <Room_Manager>(); m_callLogUI = GameObject.FindObjectOfType <CallerLog_UIManager>(); m_callList = new List <Call_Group>(); totalCash = GameObject.Find("Txt_Money").GetComponent <TextMeshProUGUI>(); audioManager = GameObject.Find("AudioManager").GetComponent <Audio_Manager>(); persistManager = GameObject.Find("PersistenceManager").GetComponent <Persistence_Manager>(); m_active = false; // Sample the difficulty curve to determine how quickly calls should spawn throughout this day Persistence_Manager persistence = GameObject.FindObjectOfType <Persistence_Manager>(); Day_Manager dayManager = GameObject.FindObjectOfType <Day_Manager>(); float percentThroughWeek = (float)persistence.m_dayNumber / (float)(dayManager.maxDayCounter - 1); m_timeBetweenCalls = m_timeBetweenCallsCurve.Evaluate(percentThroughWeek); m_timeSinceLastCall = m_timeBetweenCalls; Debug.Log("Time Between Calls: " + m_timeBetweenCalls); }
void Start() { pCol = GetComponent<SphereCollider>(); SwitchOff = false; keyCount = 0; dashed = false; anim = GetComponentInChildren<Animator>(); maxHP = HP; dashForce = 2000; dmObject = GameObject.FindGameObjectWithTag("Dm"); dm = dmObject.GetComponent<Dungeon_Manager>(); am = dmObject.GetComponent<Audio_Manager>(); audio_S = GetComponent<AudioSource>(); UIS = GameObject.FindGameObjectWithTag("Main Canvas").GetComponent<UIscript>(); rig = GetComponent<Rigidbody>(); }
void Start() { startPos = transform.position; curHP = maxHP; dm = GameObject.FindGameObjectWithTag("Dm"); audio_S = GetComponent<AudioSource>(); lm = dm.GetComponent<Loot_Manager>(); am = dm.GetComponent<Audio_Manager>(); playerAmount = PlayerPrefs.GetInt("Players"); }