private void AwakeFunctions() { DontDestroyOnLoad(this); music = GetComponent <AudioSource>(); music.volume = PlayerPrefsController.GetMasterVolume(); }
// Start is called before the first frame update void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(); difficultySlider.value = PlayerPrefsController.GetDifficulty(); musicPlayer = FindObjectOfType <MusicPlayer>(); }
private void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(); difficultySlider.value = PlayerPrefsController.GetDifficulty(); }
// Start is called before the first frame update void Start() { volueSlider.value = PlayerPrefsController.GetMasterVolume(); ConfigureResolutions(); }
void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(); difficultySlider.value = PlayerPrefsController.GetDifficulty(); Debug.Log(difficultySlider.value); }
void Start() { audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefsController.GetMasterVolume(); }
// Start is called before the first frame update void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(); //Grabs master volume pref float difficultySlider.value = PlayerPrefsController.GetDifficulty(); //Grabs difficulty pref float value }
// Start is called before the first frame update void Start() { DontDestroyOnLoad(this); //this being the particular gameobject this script is on audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefsController.GetMasterVolume(); }
private void Start() { // Sound AudioSource.PlayClipAtPoint(sounds.GetClip(0), transform.localPosition, PlayerPrefsController.GetMasterVolume()); }
// Start is called before the first frame update void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(); //accesing the slider value //and assigning it to prefs difficultySlider.value = PlayerPrefsController.GetDifficulty(); //same here with difficulty }
// Start is called before the first frame update void Start() { var startVolume = PlayerPrefsController.GetMasterVolume(); volumeSlider.value = (startVolume != 0) ? startVolume : defaultVolume; }
// Start is called before the first frame update void Start() { PlayerPrefsController.SetMasterVolume(0.4f); Debug.Log("volume returns: " + PlayerPrefsController.GetMasterVolume()); }
// Update is called once per frame void Update() { audioSource.volume = PlayerPrefsController.GetMasterVolume(); }
private void Start() { Debug.Log(GetInstanceID() + ": OptionsController is attached to: " + volumeSlider.name + " with ID: " + volumeSlider.GetInstanceID()); volumeSlider.value = PlayerPrefsController.GetMasterVolume(); }
// Use this for initialization void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(defaultVolume); difficultySlider.value = PlayerPrefsController.GetDifficulty(defaultDifficulty); }
// Start is called before the first frame update void Start() { PlayerPrefsController.SetMasterVolume(0.4f); PlayerPrefsController.GetMasterVolume(); }
private void Awake() { Singleton(); audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefsController.GetMasterVolume(); }
private void Start() { DontDestroyOnLoad(this); audioSource.volume = PlayerPrefsController.GetMasterVolume(); }
// Start is called before the first frame update void Start() { DontDestroyOnLoad(this); audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefsController.GetMasterVolume();//music should be at whatever the music volume is }
// Start is called before the first frame update void Start() { DontDestroyOnLoad(this); //keep the background music player for all levels audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefsController.GetMasterVolume(); }
// Start is called before the first frame update void Start() { DontDestroyOnLoad(gameObject); audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefsController.GetMasterVolume(); //We are grabbing our static function }
private void Update() { UpdateVolume(PlayerPrefsController.GetMasterVolume()); }
// Start is called before the first frame update void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(); }
// Start is called before the first frame update void Start() { music = GetComponent <AudioSource>(); music.volume = PlayerPrefsController.GetMasterVolume(); }
// Start is called before the first frame update void Start() { PlayerPrefsController.SetMasterVolume(0.4f); Debug.Log("Returned value of " + PlayerPrefsController.GetMasterVolume()); }
private void Awake() { difficultySlider.value = PlayerPrefsController.GetDifficulty(); masterVolumeSlider.value = PlayerPrefsController.GetMasterVolume(); soundEffectsSlider.value = PlayerPrefsController.GetEffectsVolume(); }
// Start is called before the first frame update void Start() { PlayerPrefsController.SetMasterVolume(0.4f); Debug.Log(PlayerPrefsController.GetMasterVolume()); }
private void AttemptToPlaceDefenderAt(Vector2 worldPos) { // Get the stars cost int defenderCost = defenderPrefab.GetStarCost(); // Do I have enough stars to buy the defender? if (StarDisplay.HaveEnoughStars(defenderCost)) { // Place in the grid to place the defender Vector2 spawnPos = SnapToGrid(worldPos); // Are there no enemies in the square? if (IsAreaCleanOfEnemies(spawnPos)) { // Subtract the cost and Spawn StarDisplay.SpendStars(defenderCost); SpawnDefender(spawnPos); //Sound AudioSource.PlayClipAtPoint(sounds.GetClip(0), transform.localPosition, PlayerPrefsController.GetMasterVolume()); } } }
void Start() { DontDestroyOnLoad(this); audioSource = GetComponent <AudioSource>(); audioSource.volume = PlayerPrefsController.GetMasterVolume(); }
void Start() { volumeSlider.value = PlayerPrefsController.GetMasterVolume(); levelLengthSlider.value = PlayerPrefsController.GetMasterLength(); }