Beispiel #1
0
 private void Start()
 {
     _soundLevelArray = new[] {
         VolumeLevels.Loud,
         VolumeLevels.Mute,
         VolumeLevels.Low,
     };
     _volumeIndex      = Array.IndexOf(_soundLevelArray, SoundManager.GlobalVolume);
     volumeIcon.sprite = volumeSprites[_volumeIndex];
     volumeEvent.Invoke(_soundLevelArray[_volumeIndex]);
 }
Beispiel #2
0
 public void VolumeChage(int step)
 {
     if (_locked != true)
     {
         Volume += step;
         // Skin.Render("Volume is Change:  {Volume}");
         VolumeChangeEvent?.Invoke(Items, _locked, _volume, _playing);
     }
     // else Skin.Render("Player is Locked");
 }
Beispiel #3
0
 public void VolumeDown()
 {
     if (_locked != true)
     {
         Volume--;
         //Skin.Render($"Volume is Down:  {Volume}");
         VolumeChangeEvent?.Invoke(Items, _locked, _volume, _playing);
     }
     //else Skin.Render("Player is Locked");
 }
Beispiel #4
0
 public void VolumeUp()
 {
     if (_locked != true)
     {
         Volume++;
         //Skin.Render($"Volume is Up:   {Volume}");
         VolumeChangeEvent?.Invoke(Items, _locked, _volume, _playing);
         //SongStartedEvent?.Invoke(Items, item, Locked, Volume);
     }
     //else Skin.Render("Player is Locked");
 }
 public void setSoundFxVolume(float volume)
 {
     if (volume > 1.0f)
     {
         volume = 1.0f;
     }
     else if (volume < 0.0f)
     {
         volume = 0.0f;
     }
     soundFxVolume = volume;
     onSoundFxVolumeChanged.Invoke(soundFxVolume);
 }
 public void setBackgroundVolume(float volume)
 {
     if (volume > 1.0f)
     {
         volume = 1.0f;
     }
     else if (volume < 0.0f)
     {
         volume = 0.0f;
     }
     backgroundVolume = volume;
     onBackgroundVolumeChanged.Invoke(backgroundVolume);
 }