void Awake() { //Check for duplicates in the scene UnityEngine.Object[] introloopPlayers = FindObjectsOfType(typeof(IntroloopPlayer)); for (int i = 0; i < introloopPlayers.Length; i++) { if (introloopPlayers[i] != this) //Not conform to singleton pattern //Self destruct! { Destroy(gameObject); } } DontDestroyOnLoad(gameObject); introloopSettings = gameObject.GetComponent <IntroloopSettings>(); if (introloopSettings == null) { introloopSettings = gameObject.AddComponent <IntroloopSettings>(); } towardsVolume = new float[2]; willStop = new bool[2]; willPause = new bool[2]; twoTracks = new IntroloopTrack[2]; fadeLength = new float[2] { introloopSettings.defaultFadeLength, introloopSettings.defaultFadeLength }; CreateImportantChilds(); }
void Awake() { //Check for duplicates in the scene UnityEngine.Object[] introloopPlayers = FindObjectsOfType(typeof(IntroloopPlayer)); for(int i = 0; i < introloopPlayers.Length; i++) { if(introloopPlayers[i] != this) { //Not conform to singleton pattern //Self destruct! Destroy(gameObject); } } DontDestroyOnLoad(gameObject); introloopSettings = gameObject.GetComponent<IntroloopSettings>(); if(introloopSettings == null) { introloopSettings = gameObject.AddComponent<IntroloopSettings>(); } towardsVolume = new float[2]; willStop = new bool[2]; willPause = new bool[2]; twoTracks = new IntroloopTrack[2]; fadeLength = new float[2]{introloopSettings.defaultFadeLength,introloopSettings.defaultFadeLength}; CreateImportantChilds(); }