private void OnLevelLoaded(Scene scene, LoadSceneMode mode) { // if (levelMusic[scene.buildIndex]) // { // audioSource.clip = levelMusic[scene.buildIndex]; // play the ambient water sounds everywhere but the splash screen if (!audioSource) { audioSource = GetComponent <AudioSource>(); if (!audioSource) { Debug.LogWarning("audioSource component not found"); } } if (levelMusic /*&& LevelManager.GetLevel() != LevelManager.LEVELS.SPLASH*/) { audioSource.clip = levelMusic; audioSource.loop = true; audioSource.volume = PPrefsMgr.GetMusicVolume(); audioSource.Play(); } else { Debug.LogWarning("levelMusic not set in inspector"); } }
public void SaveAndExit() { PPrefsMgr.SetMusicVolume(musicVolumeSlider.value); PPrefsMgr.SetSfxVolume(sfxVolumeSlider.value); PPrefsMgr.SetDifficulty(difficultySlider.value); levelManager.LoadLevel("Start"); }
private void OnLevelLoaded(Scene scene, LoadSceneMode mode) { if (levelMusic[scene.buildIndex]) { audioSource.clip = levelMusic[scene.buildIndex]; audioSource.loop = true; audioSource.volume = PPrefsMgr.GetMasterVolume(); audioSource.Play(); } }
// Use this for initialization void Start() { musicManager = FindObjectOfType <MusicManager>(); if (!musicManager) { Debug.LogWarning("MusicManager not found"); } volumeSlider.value = PPrefsMgr.GetMasterVolume(); difficultySlider.value = PPrefsMgr.GetDifficulty(); }
private void ChangeColorState() { //Animator animator = GetComponent<Animator>(); if (!firstColorChange && LevelManager.GetLevel() == LevelManager.LEVELS.TUTORIAL0) { GameObject tutorial = GameObject.Find("TutorialCollider"); if (tutorial) { GameObject tutorialText = GameObject.Find("Tutorial Text"); tutorialText.GetComponent <TutorialText>().NextText(); } firstColorChange = true; } ParticleSystem.MainModule main = hitParticles.GetComponent <ParticleSystem>().main; if (hitParticles.GetComponent <ParticleSystem>()) { switch (my_comp_color) { case COMP_COLOR.Purple: main.startColor = Color.yellow; // yellow break; case COMP_COLOR.Red: main.startColor = Color.green; break; case COMP_COLOR.Orange: main.startColor = Color.blue; break; default: Debug.LogWarning("missing shark code"); break; } Instantiate(hitParticles, transform.position, Quaternion.identity); AudioSource.PlayClipAtPoint(friendSound, transform.position, PPrefsMgr.GetSfxVolume()); gameObject.layer = FRIENDLY_LAYER; if (score) // because no score on Start level { score.AddToScore(scoreValue); } Invoke("ChangeToFriendly", changetime); // will change shark color after particles } }
// Use this for initialization void Start() { musicManager = GameObject.FindObjectOfType <MusicManager>(); if (musicManager) { float volume = PPrefsMgr.GetMasterVolume(); musicManager.SetVolume(volume); } else { //this is not a problem if starting in Start level rather than Splash level Debug.LogWarning("Music Manager not found, can't set volume."); } }
public void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == "areas") // all sea blocks, play collision sound { // sometimes when you hit blocks (especially from below) the sound is louder because two play at a time // (2 collisions happen), currently do not consider this a bug. Also this sound isn't as loud as colorray // which I could fix here if we want AudioSource.PlayClipAtPoint(bumpSound, transform.position, PPrefsMgr.GetSfxVolume()); } else if (col.gameObject.tag == "enemy") { TriggerHurt(); } }
private void FireColorRay() { // for tutorial state if (!firstFireColorRay) { GameObject tutorial = GameObject.Find("TutorialCollider"); if (tutorial) { GameObject tutorialText = GameObject.Find("Tutorial Text"); if (tutorialText.GetComponent <TutorialText>().GetTutorialState() == TUTORIAL_STATE.SPACEBAR) { firstFireColorRay = true; } else { return; // you can't fire yet } } else { firstFireColorRay = true; } } // on my computer if i'm holding UP and LEFT at the same time then SPACEBAR doesn't work // but I'm fine using WA or the numberkey pad with numlock off //Debug.Log("FireColorRay " + my_facing); GameObject beam; beam = Instantiate(colorRayPrefabs[(int)my_Color], transform.position, Quaternion.identity) as GameObject; float speed = beam.gameObject.GetComponent <ColorRay>().GetSpeed(); //Debug.Log("myspeed = " + my_speed + " coloray " + speed); // ensure colorRay faster than player if (speed < my_speed + 5f) { speed = my_speed + 5f; } beam.gameObject.GetComponent <ColorRay>().SetColor(my_Color); //beam.gameObject.GetComponent<ColorRay>().SetFacing(my_facing); //enum Facing { NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST }; Vector3 facingVector = FacingVector(my_facing); beam.GetComponent <Rigidbody2D>().velocity = new Vector2(speed * facingVector.x, speed * facingVector.y); AudioSource.PlayClipAtPoint(fireSound, transform.position, PPrefsMgr.GetSfxVolume()); // andrea }
void Start() { if (autoLoadNextLevelDelay > 0) // probably only used for the splash screen { Invoke("LoadNextLevel", autoLoadNextLevelDelay); } Debug.Log("******* Level " + GetLevelName() + " *******"); thisLevel = (LEVELS)SceneManager.GetActiveScene().buildIndex; // initial sfx volume from disk if (!sfxVolumeInitialized) { PPrefsMgr.GetSfxVolumeFromDisk(); sfxVolumeInitialized = true; } GameObject text = GameObject.Find("LevelName"); if (text) { text.GetComponent <Text>().text = GetLevelName(); } else if (IsLevel()) { Debug.LogWarning("no LevelName text gameobject found in canvas"); } StartByLevel(); GameObject gO = GameObject.Find("AudioAmbient"); if (gO) { Debug.LogError("Level " + GetLevelName() + ": AudioAmbient gameobject found, remove from this level"); } //Debug.Log(GetLevelName()); }
/* private void EndHurt() * { * //isHurt = false; * Animator animator = GetComponent<Animator>(); * animator.speed = 1f; * } */ public void TriggerGoal() { AudioSource.PlayClipAtPoint(successSound, transform.position, PPrefsMgr.GetSfxVolume()); Invoke("LoadNextScene", .5f); // will load next scene in two seconds }
public void SaveAndExit() { PPrefsMgr.SetMasterVolume(volumeSlider.value); PPrefsMgr.SetDifficulty(difficultySlider.value); levelManager.LoadLevel("Start"); }