void Awake() { // There can only be one ! if(__chosenOne == null) { Debug.Log ("SympathyFMOD_Listener " + this.GetInstanceID() + " is the singleton"); // *I* am the milkman (my milk is delicious) __chosenOne = this; // Only ever have one FMOD_Listener active at a time! GetComponent<FMOD_Listener>().enabled = true; // This one should remain DontDestroyOnLoad(this.gameObject); } else { Debug.Log ("SympathyFMOD_Listener " + this.GetInstanceID() + " will self-destruct"); // Seppuku! Destroy(this.gameObject); } }
void Awake() { // There can only be one ! if (__chosenOne == null) { Debug.Log("SympathyFMOD_Listener " + this.GetInstanceID() + " is the singleton"); // *I* am the milkman (my milk is delicious) __chosenOne = this; // Only ever have one FMOD_Listener active at a time! GetComponent <FMOD_Listener>().enabled = true; // This one should remain DontDestroyOnLoad(this.gameObject); } else { Debug.Log("SympathyFMOD_Listener " + this.GetInstanceID() + " will self-destruct"); // Seppuku! Destroy(this.gameObject); } }