public void PlayBGM() { if (this.dicMapSound.Count == 0) { return; } TitleScene.MapData mapData = this.dicMapSound[0]; Transform asset = Singleton <Manager.Sound> .Instance.FindAsset(Manager.Sound.Type.BGM, mapData.fileName, mapData.assetPath); if (Object.op_Inequality((Object)asset, (Object)null)) { bool?isPlaying = ((AudioSource)((UnityEngine.Component)asset).GetComponent <AudioSource>())?.get_isPlaying(); bool?nullable = !isPlaying.HasValue ? new bool?() : new bool?(!isPlaying.Value); if ((!nullable.HasValue ? 0 : (nullable.Value ? 1 : 0)) == 0) { return; } Singleton <Manager.Sound> .Instance.PlayBGM(Singleton <Resources> .Instance.SoundPack.BGMInfo.MapBGMFadeTime); } else { Illusion.Game.Utils.Sound.SettingBGM settingBgm = new Illusion.Game.Utils.Sound.SettingBGM(); settingBgm.assetBundleName = mapData.assetPath; settingBgm.assetName = mapData.fileName; Illusion.Game.Utils.Sound.Play((Illusion.Game.Utils.Sound.Setting)settingBgm); } }
private void Start() { ObservableExtensions.Subscribe <Unit>((IObservable <M0>)Observable.FromCoroutine((Func <IEnumerator>)(() => this.phpCtrl.GetBaseInfo(false)), false), (Action <M0>)(__ => {}), (Action <Exception>)(err => {}), (Action)(() => this.uiCtrl.changeSearchSetting = true)); Illusion.Game.Utils.Sound.SettingBGM settingBgm = new Illusion.Game.Utils.Sound.SettingBGM(); settingBgm.assetBundleName = "sound/data/bgm/00.unity3d"; settingBgm.assetName = "ai_bgm_10"; Illusion.Game.Utils.Sound.Play((Illusion.Game.Utils.Sound.Setting)settingBgm); }
private void Start() { if (Singleton <Manager.Map> .IsInstance()) { Singleton <Manager.Map> .Instance.UpdateTexSetting = false; } this.shadowDistance = QualitySettings.get_shadowDistance(); this.backLimit = QualitySettings.get_masterTextureLimit(); if (QualitySettings.GetQualityLevel() / 2 == 0) { QualitySettings.set_masterTextureLimit(1); } else { QualitySettings.set_masterTextureLimit(0); } Singleton <Character> .Instance.customLoadGCClear = true; this.customCtrl.Initialize(CharaCustom.CharaCustom.modeSex, CharaCustom.CharaCustom.modeNew, CharaCustom.CharaCustom.nextScene, CharaCustom.CharaCustom.editCharaFileName); Illusion.Game.Utils.Sound.SettingBGM settingBgm = new Illusion.Game.Utils.Sound.SettingBGM(); settingBgm.assetBundleName = "sound/data/bgm/00.unity3d"; settingBgm.assetName = "ai_bgm_10"; Illusion.Game.Utils.Sound.Play((Illusion.Game.Utils.Sound.Setting)settingBgm); this.cgScene.set_blocksRaycasts(true); }
public override void Do() { base.Do(); int num1 = 0; string[] args1 = this.args; int index1 = num1; int num2 = index1 + 1; Illusion.Game.Utils.Sound.SettingBGM setting = new Illusion.Game.Utils.Sound.SettingBGM(args1[index1]); string[] args2 = this.args; int index2 = num2; int num3 = index2 + 1; Action <string> act1 = (Action <string>)(s => setting.assetName = s); args2.SafeProc(index2, act1); Illusion.Game.Utils.Sound.SettingBGM settingBgm1 = setting; string[] args3 = this.args; int index3 = num3; int num4 = index3 + 1; double num5 = (double)float.Parse(args3[index3]); settingBgm1.delayTime = (float)num5; string[] args4 = this.args; int index4 = num4; int num6 = index4 + 1; Action <string> act2 = (Action <string>)(s => setting.fadeTime = float.Parse(s)); args4.SafeProc(index4, act2); Illusion.Game.Utils.Sound.SettingBGM settingBgm2 = setting; string[] args5 = this.args; int index5 = num6; int num7 = index5 + 1; int num8 = bool.Parse(args5[index5]) ? 1 : 0; settingBgm2.isAsync = num8 != 0; if (Singleton <SoundPlayer> .IsInstance()) { Singleton <SoundPlayer> .Instance.MuteHousingAreaBGM(setting.fadeTime, false); } AudioSource audioSource = (AudioSource)((Component)Illusion.Game.Utils.Sound.Play((Illusion.Game.Utils.Sound.Setting)setting)).GetComponent <AudioSource>(); string[] args6 = this.args; int index6 = num7; int num9 = index6 + 1; Action <string> act3 = (Action <string>)(s => audioSource.set_pitch(float.Parse(s))); args6.SafeProc(index6, act3); string[] args7 = this.args; int index7 = num9; int num10 = index7 + 1; Action <string> act4 = (Action <string>)(s => audioSource.set_panStereo(float.Parse(s))); args7.SafeProc(index7, act4); string[] args8 = this.args; int index8 = num10; int num11 = index8 + 1; Action <string> act5 = (Action <string>)(s => audioSource.set_time(float.Parse(s))); args8.SafeProc(index8, act5); string[] args9 = this.args; int index9 = num11; int num12 = index9 + 1; Action <string> act6 = (Action <string>)(s => audioSource.set_volume(float.Parse(s))); args9.SafeProc(index9, act6); }