// Start is called before the first frame update void Start() { saved_variables = GameObject.FindObjectOfType <Camera>().GetComponent <Saved_variables>(); saved_variables.Cargar(); bgm = GetComponent <AudioSource>(); bgm.volume = saved_variables.progreso.BGM_Volume; }
// Start is called before the first frame update void Start() { var = GameObject.FindGameObjectWithTag("Player").GetComponent <Saved_variables>(); var.Cargar(); Score.text = "Score " + var.progreso.score.ToString(); HScore.text = "High score " + var.progreso.hscore.ToString(); }
// Start is called before the first frame update void Start() { saved_variables = GameObject.FindObjectOfType <Camera>().GetComponent <Saved_variables>(); saved_variables.Cargar(); BGM.value = saved_variables.progreso.BGM_Volume; SFX.value = saved_variables.progreso.SFX_Volume; }
private AudioSource death_sound; //Sonido cuando muere el enemigo. void Start() { saved_variables = GameObject.FindObjectOfType <Camera>().GetComponent <Saved_variables>(); death_sound = GetComponent <AudioSource>(); rb = GetComponent <Rigidbody>(); skull = this.gameObject.transform.GetChild(0); stop = false; // Se asegura que el enemigo se mueva. death_sound.volume = saved_variables.progreso.SFX_Volume; //Obtiene el volumen guardado y lo asigna. }
void OnLevelWasLoaded(int level) { saved_variables = GameObject.FindObjectOfType <Camera>().GetComponent <Saved_variables>(); saved_variables.Cargar(); bgm.volume = saved_variables.progreso.BGM_Volume; }
void Start() { var = GameObject.FindGameObjectWithTag("Player").GetComponent <Saved_variables>(); //Saca las variables guardadas del player. var.Cargar(); // carga las variables de score guardadas en var }