//sends the player to the audio options public void Audio() { if (!isPlaying) {//checking if an animation is playing before accessing another menu isPlaying = true; _audio.pitch = 1.2f; _audio.PlayOneShot(select, SFXvolume); curMenu = CurMenu.Audio; //setting all the text to their current values Text myText = GameObject.Find("Canvas/Pause/Menus/AudioMenus/BGMValue").GetComponent <Text>(); myText.text = (BGMvolume * 10).ToString(); myText = GameObject.Find("Canvas/Pause/Menus/AudioMenus/SFXValue").GetComponent <Text>(); myText.text = (SFXvolume * 10).ToString(); if (PlayerPrefs.HasKey("audioSettings")) { myText = GameObject.Find("Canvas/Pause/Menus/AudioMenus/Audio").GetComponent <Text>(); myText.text = audioSettings.ToString(); } Slider myslider = GameObject.Find("Canvas/Pause/Menus/AudioMenus/SFXVolume/Slider").GetComponent <Slider>(); myslider.value = (int)(SFXvolume * 10); myslider = GameObject.Find("Canvas/Pause/Menus/AudioMenus/BGMVolume/Slider").GetComponent <Slider>(); myslider.value = (int)(BGMvolume * 10); menusAnim.Play("CloseOptions"); StartCoroutine(MyCoroutine(menusAnim.GetCurrentAnimatorStateInfo(0).length, "OpenAudio")); } }