Ejemplo n.º 1
0
 /// <summary>
 /// 播放声音。
 /// </summary>
 /// <param name="soundAssetName">声音资源名称。</param>
 /// <param name="soundGroupName">声音组名称。</param>
 /// <param name="priority">加载声音资源的优先级。</param>
 /// <param name="playSoundParams">播放声音参数。</param>
 /// <param name="worldPosition">声音所在的世界坐标。</param>
 /// <param name="userData">用户自定义数据。</param>
 /// <returns>声音的序列编号。</returns>
 public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition, object userData)
 {
     return(m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(null, worldPosition, userData)));
 }
Ejemplo n.º 2
0
 /// <summary>
 /// 播放声音。
 /// </summary>
 /// <param name="soundAssetName">声音资源名称。</param>
 /// <param name="soundGroupName">声音组名称。</param>
 /// <param name="priority">加载声音资源的优先级。</param>
 /// <param name="playSoundParams">播放声音参数。</param>
 /// <param name="bindingEntity">声音绑定的实体。</param>
 /// <param name="userData">用户自定义数据。</param>
 /// <returns>声音的序列编号。</returns>
 public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity, object userData)
 {
     return(m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(bindingEntity, Vector3.zero, userData)));
 }