// Start is called before the first frame update void Start() { audioSources = GetComponents <AudioSource>(); AlarmStateChanged.AddListener(onAlarmStateChanged); setVolumeAllAudioSources(0); currentAudioSource = audioSources[0]; currentAudioSource.volume = maxVolume; }
// Start is called before the first frame update void Start() { alarmSlider = GetComponent <Slider>(); tracker = GameObject.FindObjectOfType <AlarmTracker>(); blinkAnimation = GetComponent <ColourBlinkAnimation>(); spikeAnimation = GetComponent <ColourSpikeAnimation>(); bellShake = GetComponent <BellShakeAnimation>(); bellColourAnimation = GetComponent <ColourEaseAnimation>(); alarmSlider.value = 0; tracker.OnAlarmLevelIncrease += onAlarmLevelIncreased; tracker.OnAlarmLevelDecrease += onAlarmLevelDecreased; AlarmStateChanged.AddListener(onAlarmStateChanged); ResolutionScreenSetup.OnLoadCheckpoint += onLoadCheckpoint; }
// Start is called before the first frame update void Start() { if (isPatrolling) { FSM.ChangeState <PatrolState>(); } else { FSM.ChangeState <IdleState>(); } abstractAlarmManager.AbstractAlarmActivated += onAbstractAlarmActivated; AlarmStateChanged.AddListener(onAlarmStateChanged); ResolutionScreenSetup.OnLoadCheckpoint += onLoadCheckpoint; }