public void InitializeEqualizerInBattle() { gameObject.SetActive(true); active = true; previousMusicSettings = null; }
private void ApplyHealthEffects(int percentage) { const int basicModeMin = 41; var corruptionLevel = 0; AudioManager.MusicSettings musicSettings; if (percentage >= basicModeMin) { musicSettings = AudioManager.MusicSettings.DEFAULT_SETTINGS; } else { const int corruptionLevel2 = 35; const int corruptionLevel3 = 30; const int corruptionLevel4 = 25; const int corruptionLevel5 = 20; const int corruptionLevel6 = 10; if (percentage <= corruptionLevel6) { corruptionLevel = 6; } else if (percentage <= corruptionLevel5) { corruptionLevel = 5; } else if (percentage <= corruptionLevel4) { corruptionLevel = 4; } else if (percentage <= corruptionLevel3) { corruptionLevel = 3; } else if (percentage <= corruptionLevel2) { corruptionLevel = 2; } else { corruptionLevel = 1; } const float middleLowPass = 4000; var point = (float)percentage / basicModeMin; float lowPass; if (point > 0.5f) { var t = Mathf.InverseLerp(0.5f, 1f, point); lowPass = Mathf.Lerp(middleLowPass, AudioManager.MusicSettings.NORMAL_LOWPASS, t); } else { var t = Mathf.InverseLerp(0, 0.5f, point); lowPass = Mathf.Lerp(AudioManager.MusicSettings.MIN_LOWPASS, middleLowPass, t); } musicSettings = new AudioManager.MusicSettings(lowPass); } if (previousMusicSettings == null || !musicSettings.Equals(previousMusicSettings)) { previousMusicSettings = musicSettings; AudioManager.Instance.ApplyMusicSettings(previousMusicSettings); } GameUI.Instance.corruption.UpdateCorruption(corruptionLevel); }