void Start() { // find the clock and level if not assigned if (timer == null) { timer = FindObjectOfType <ClockController> (); } if (level == null) { level = FindObjectOfType <TiledMap> (); } // calculate fps fps = (int)(1 / (fixedUpdatesPerFrame * Time.fixedDeltaTime)); // get all recordables in this level, filtered by // enabled-ness, and sorted by name (using System.Linq) dynamics = level.GetComponentsInChildren <DynamicRecorder> (); dynamics = dynamics.Where( gameObject => gameObject.enabled).ToArray(); dynamics = dynamics.OrderBy( gameObject => gameObject.name).ToArray(); statics = level.GetComponentsInChildren <StaticRecorder> (); statics = statics.Where( gameObject => gameObject.enabled).ToArray(); statics = statics.OrderBy( gameObject => gameObject.name).ToArray(); }
void Start() { // find the clock and level if not assigned if (timer == null) { timer = FindObjectOfType <ClockController> (); } if (level == null) { level = FindObjectOfType <TiledMap> (); } // get all replayables in this level, filtered by // enabled-ness, and sorted by name (using System.Linq) dynamics = level.GetComponentsInChildren <DynamicReplayer> (); dynamics = dynamics.Where( gameObject => gameObject.enabled).ToArray(); dynamics = dynamics.OrderBy( gameObject => gameObject.name).ToArray(); statics = level.GetComponentsInChildren <StaticReplayer> (); statics = statics.Where( gameObject => gameObject.enabled).ToArray(); statics = statics.OrderBy( gameObject => gameObject.name).ToArray(); }