void Start() { // reset static state between games started = false; // link components together if (recorder == null) { recorder = FindObjectOfType <RecordingController> (); } }
public static void RecordingAwake(GameObject level) { // enable static recorders foreach (StaticRecorder rec in level.GetComponentsInChildren <StaticRecorder>()) { rec.enabled = true; } // enable dynamic recorders foreach (DynamicRecorder rec in level.GetComponentsInChildren <DynamicRecorder>()) { rec.enabled = true; } // enable the recorder and start the recording RecordingController recorder = FindObjectOfType <RecordingController>(); recorder.enabled = true; recorder.level = level.GetComponent <TiledMap>(); // make sure the start line will start the recording foreach (RecordingStarter starter in level.GetComponentsInChildren <RecordingStarter>()) { starter.enabled = true; } // make the finish line finish the recording foreach (RecordingEnder ender in level.GetComponentsInChildren <RecordingEnder>()) { ender.enabled = true; } // actually, we should also set up the finish and start lines to light up foreach (StartLineLighter lighter in level.GetComponentsInChildren <StartLineLighter>()) { lighter.enabled = true; } foreach (FinishLineLighter lighter in level.GetComponentsInChildren <FinishLineLighter>()) { lighter.enabled = true; } }