/// <summary> /// Plaies the se. /// </summary> /// <param name="_plType">Pl type.</param> /// <param name="_posX">Position x.</param> /// <param name="_kind">Kind.</param> void playSe(SARTS.Soldier.PieceType _plType, SEKind _kind, int _posX) { AudioClip ac = m_gameManagerScr.GetSeClip(_plType, _kind); if (ac != null) { float ddx = Mathf.Clamp01((float)_posX / (float)m_gameManagerScr.fieldW); m_as.panStereo = m_gameManagerScr.GetStereoPan(ddx); m_as.Stop(); m_as.clip = ac; m_as.pitch = Random.Range(0.98f, 1.02f) + (m_plSide == SARTS.Soldier.PlSide.Pl1 ? 0f:0.2f); m_as.PlayDelayed(Random.Range(0f, 0.2f)); } }
/// <summary> /// Plaies the game se. /// </summary> /// <param name="_plType">Pl type.</param> /// <param name="_posX">Position x.</param> /// <param name="_kind">Kind.</param> public AudioClip GetSeClip(SARTS.Soldier.PieceType _plType, SEKind _kind) { AudioClip ac = null; for (int i = 0; i < m_soldierInfoArr.Length; ++i) { if (_plType == m_soldierInfoArr[i].pieceType) { switch (_kind) { case SEKind.Move: ac = m_soldierInfoArr[i].moveAudioClip; break; case SEKind.Battle: ac = m_soldierInfoArr[i].battleAudioClip; break; case SEKind.Win: ac = m_soldierInfoArr[i].winAudioClip; break; case SEKind.Lose: ac = m_soldierInfoArr[i].loseAudioClip; break; } break; } } return(ac); }