/*******************************************************/

    /* !@brief  : Volumeをセット
     *  @param[in]  : value ->  音量
     *  @param[in]  : sound ->  音量を変更する対象
     *  @retval : なし
     *  @date   : 2014/03/22
     *  @author : コロソブス(korombus)
     *******************************************************/
    public static void SetVolume(float value, Sound SB, CommonSound sound = null)
    {
        if (value <= 0 || value >= 1)
        {
            return;
        }

        switch (SB)
        {
        case Sound.BGM:
            _BGMVolume = value;
            break;

        case Sound.SE:
            _SEVolume = value;
            break;

        default:
            Debug.Log("NO SOUND");
            return;
        }

        if (sound != null)
        {
            sound.ChangeVolume(value);
        }
    }
    private static bool alreadyReadMasterData = false;  //!< マスタデータ読み込みフラグ

    /// <summary>
    /// Awake
    /// </summary>
    public virtual void Awake() {
        base.Awake();
        // マスタデータ読み込みがまだならば読み込む
        if (!alreadyReadMasterData) {
            CommonMasterLoader master = new CommonMasterLoader();
            master.InitMasterData();
            alreadyReadMasterData = true;
        }
        // BGMがなければ作成
        if (BGM == null) {
            BGM = CommonUtil.PrefabInstance("BGM", GameDefine.COMMON_PREFABS_PATH + "BGM", this.gameObject.transform).GetComponent<CommonSound>();
            SE = CommonUtil.PrefabInstance("SE", GameDefine.COMMON_PREFABS_PATH + "SE", BGM.gameObject.transform).GetComponent<CommonSound>();
        }
        // 音量調節
        BGM.ChangeVolume(OPTION.BGMVolume);
        SE.ChangeVolume(OPTION.SEVolume);
    }
    private static bool alreadyReadMasterData = false;  //!< マスタデータ読み込みフラグ

    /// <summary>
    /// Awake
    /// </summary>
    public virtual void Awake()
    {
        base.Awake();
        // マスタデータ読み込みがまだならば読み込む
        if (!alreadyReadMasterData)
        {
            CommonMasterLoader master = new CommonMasterLoader();
            master.InitMasterData();
            alreadyReadMasterData = true;
        }
        // BGMがなければ作成
        if (BGM == null)
        {
            BGM = CommonUtil.PrefabInstance("BGM", GameDefine.COMMON_PREFABS_PATH + "BGM", this.gameObject.transform).GetComponent <CommonSound>();
            SE  = CommonUtil.PrefabInstance("SE", GameDefine.COMMON_PREFABS_PATH + "SE", BGM.gameObject.transform).GetComponent <CommonSound>();
        }
        // 音量調節
        BGM.ChangeVolume(OPTION.BGMVolume);
        SE.ChangeVolume(OPTION.SEVolume);
    }
Ejemplo n.º 4
0
        public static string GetCommonSound(CommonSound commonSound)
        {
            switch (commonSound)
            {
            case CommonSound.DogBark:
                return("0013");

            case CommonSound.MeleeMiss:
                if (Rules.RollD(1, 2) == 1)
                {
                    return("0045");
                }
                return("0046");

            case CommonSound.UnarmedMiss:
                return("0047");

            case CommonSound.ThrownWeapon:
                return("0048");

            case CommonSound.MetalBlock:
                return("0049");

            case CommonSound.WoodBlock:
                return("0050");

            case CommonSound.ShieldBlock:
            case CommonSound.HandBlock:
                return("0051");

            case CommonSound.LightDamage:
            case CommonSound.ModerateDamage:
                return("0052");

            case CommonSound.HeavyDamage:
                return("0053");

            case CommonSound.SevereDamage:
            case CommonSound.FatalDamage:
                return("0054");

            case CommonSound.DeathRevive:
                return("0055");

            case CommonSound.SpellFail:
                return("0056");

            case CommonSound.MoveUpStairs:
                return("0057");

            case CommonSound.MoveDownStairs:
                return("0058");

            case CommonSound.Splash:
                return("0059");

            case CommonSound.PickingLock:
                return("0060");

            case CommonSound.DrinkBottle:
                return("0061");

            case CommonSound.EatFood:
                return("0062");

            case CommonSound.OpenBottle:
                return("0063");

            case CommonSound.Smithy:
                return("0064");

            case CommonSound.EarthQuake:
                return("0065");

            case CommonSound.ThunderClap:
                return("0066");

            case CommonSound.MapPortal:
                return("0067");

            case CommonSound.Explosion:
                return("0068");

            case CommonSound.Fireball:
                return("0069");

            case CommonSound.IceStorm:
                return("0070");

            case CommonSound.BreakingGlass:
                return("0071");

            case CommonSound.Whirlwind:
                return("0072");

            case CommonSound.OpenDoor:
                return("0073");

            case CommonSound.CloseDoor:
                return("0074");

            case CommonSound.NockCrossbow:
                return("0075");

            case CommonSound.NockBow:
                return("0076");

            case CommonSound.MaleHmm:
                return("0077");

            case CommonSound.MaleFumble:
                return("0078");

            case CommonSound.MaleGrunt:
                return("0079");

            case CommonSound.MaleSpellWarm:
                return("0080");

            case CommonSound.FemaleHmm:
                return("0081");

            case CommonSound.FemaleFumble:
                return("0082");

            case CommonSound.FemaleGrunt:
                return("0083");

            case CommonSound.FemaleSpellWarm:
                return("0084");

            /* 85 quick tap, wooden weapon block?
             * 86 quick tap, wooden weapon block higher pitch
             * 87 shot weapon?
             * 88 bow string twang?
             */
            case CommonSound.Beep:
                return("0089");

            /* 90 goblin idle
             * 91 orc idle
             * 92 kobold idle
             * 93 wyvern/winged creature idle
             * 94 hobgoblin idle
             * 95 troll idle
             * 96 minotaur idle
             */
            case CommonSound.DeathMalePlayer:
                return("0186");

            case CommonSound.FallingMale:
                return("0187");

            case CommonSound.MaleSnarl:
                return("0201");

            case CommonSound.Feared:
                return("0203");

            case CommonSound.DeathFemalePlayer:
                return("0205");

            case CommonSound.FemaleSnarl:
                return("0216");

            case CommonSound.FallingFemale:
                return("0218");

            case CommonSound.LevelUp:
                return("0219");

            case CommonSound.SkillUp:
                return("0220");

            case CommonSound.RecallReset:
                return("0221");

            case CommonSound.SlidingRockDoor:
                return("0268");

            case CommonSound.LongLowWhoosh:
                return("0285");

            case CommonSound.UnlockingDoor:
                return("0288");

            case CommonSound.MemorizedChantLoss:
                return("0291");

            default:
                return("");
            }
        }
    /*******************************************************/
    /* !@brief  : Volumeをセット
     *  @param[in]  : value ->  音量
     *  @param[in]  : sound ->  音量を変更する対象
     *  @retval : なし
     *  @date   : 2014/03/22
     *  @author : コロソブス(korombus)
     *******************************************************/
    public static void SetVolume(float value, Sound SB, CommonSound sound = null) {
        if (value <= 0 || value >= 1) { return; }

        switch (SB) {
            case Sound.BGM:
                _BGMVolume = value;
                break;
            case Sound.SE:
                _SEVolume = value;
                break;
            default:
                Debug.Log("NO SOUND");
                return;
        }

        if (sound != null) {
            sound.ChangeVolume(value);
        }
    }