Ejemplo n.º 1
0
        public AFSound Add(string name, string path, Transform emitter = null, float volume = 1.0f, float pitch = 1.0f, bool loop = false, bool playOncePertime = true)
        {
            if (Exists(name))
            {
                AFDebug.LogWarning("Audio already registered: " + name);
                return(m_audios[name]);
            }

            return(Put(AFSound.Create(path, name, emitter, volume, pitch, loop, playOncePertime)));
        }
Ejemplo n.º 2
0
        public AFSound Add(AFSound sound)
        {
            if (Exists(sound.GetName()))
            {
                AFDebug.LogWarning("Audio already registered: " + name);
                return(m_audios[sound.GetName()]);
            }

            return(Put(sound));
        }
Ejemplo n.º 3
0
        internal AFSound Put(AFSound sound)
        {
            if (Exists(sound.GetName()))
            {
                AFDebug.LogWarning("Audio already registered: " + sound.GetName());
                return(m_audios[sound.GetName()]);
            }

            m_audios[sound.GetName()] = sound;
            OnAudioAdd.Dispatch(sound);
            audiosInList++;

            sound.gameObject.transform.SetParent(this.gameObject.transform);

            return(sound);
        }
Ejemplo n.º 4
0
        public void Add(int name, AMovieClip state, bool defaultState = false)
        {
            if (m_states.ContainsKey(name))
            {
                AFDebug.LogWarning("The State " + name + " already was created");

                return;
            }

            if (!defaultState)
            {
                state.Stop();
            }
            else
            {
                if (m_defaultStateID != 0)
                {
                    UnityEngine.Debug.LogWarning("The default state was changed to <" + name + ">");
                }

                m_defaultStateID = name;
                m_lastStateID    = name;
                state.Play();
            }


            state.gameObject.SetActive(defaultState);
            m_currentState   = state;
            m_currentStateID = name;
            m_states.Add(name, state);

#if UNITY_EDITOR
            SetNameOfCurrentState();
#endif //UNITY_EDITOR

            //Setting StatesController to owner this object
            state.gameObject.transform.parent = this.gameObject.transform;
        }