Example #1
0
    void AddAuxSend(Entity in_AuxSendObject)
    {
        AkAuxSend AuxSend = in_AuxSendObject.Get <AkAuxSend>();

        if (AuxSend != null)
        {
            m_activeAuxSends.Add(AuxSend);
            m_auxSendValues = null;
            UpdateAuxSend();
        }
    }
Example #2
0
    //When exiting an AuxSendironment, remove it from active AuxSendironments
    void OnTriggerExit(Collider other)
    {
        AkAuxSend AuxSend = (AkAuxSend)other.gameObject.GetComponent("AkAuxSend");

        if (AuxSend != null)
        {
            m_activeAuxSends.Remove(AuxSend);
            m_auxSendValues = null;
            UpdateAuxSend();
        }
    }
Example #3
0
    void AddAuxSend(GameObject in_AuxSendObject)
    {
        AkAuxSend AuxSend = (AkAuxSend)in_AuxSendObject.GetComponent("AkAuxSend");

        if (AuxSend != null)
        {
            m_activeAuxSends.Add(AuxSend);
            m_auxSendValues = null;
            UpdateAuxSend();
        }
    }
Example #4
0
    //When starting, check if any of our parent objects have the AkAuxSend component.
    //We'll assume that this object is then affected by the same AuxSendironment setting.
    public override void Awake()
    {
        base.Awake();
        this.Serialize = false;
        this.transform = this.Entity.Get <Transform>();

        //When entering an AuxSendironment, add it to the list of active AuxSendironments
        this.OnEnter.Action = this.AddAuxSend;

        //When exiting an AuxSendironment, remove it from active AuxSendironments
        this.OnExit.Action = delegate(Entity other)
        {
            AkAuxSend AuxSend = other.Get <AkAuxSend>();
            if (AuxSend != null)
            {
                m_activeAuxSends.Remove(AuxSend);
                m_auxSendValues = null;
                UpdateAuxSend();
            }
        };

        this.AddAuxSend(this.Entity);
    }