private void OnEnable() { audioSO = (AudioSO)target; serializedObj = new SerializedObject(audioSO); useOriginal = serializedObj.FindProperty("UseOriginal"); useOriginalToggle = useOriginal.boolValue; audioClip = serializedObj.FindProperty("audioClip"); volume = serializedObj.FindProperty("volume"); sliderVolume = volume.floatValue; loop = serializedObj.FindProperty("Loop"); loopToggle = loop.boolValue; startTime = serializedObj.FindProperty("startTime"); endTime = serializedObj.FindProperty("endTime"); spartial = serializedObj.FindProperty("Spartial"); spartialToggle = spartial.boolValue; audioMixer = serializedObj.FindProperty("audioMixer"); useFadeOut = serializedObj.FindProperty("fadeOut"); fadeOutToggle = useFadeOut.boolValue; fadeoutTime = serializedObj.FindProperty("fadeTime"); }
public AudioSO Initialize(GameObject target) { AudioSO clone = Object.Instantiate(this); clone.cloneInitialize(target); return(clone); }
public static void Create() { AudioSO audioSO = CreateInstance <AudioSO>(); AssetDatabase.CreateAsset(audioSO, "Assets/Resources/AudioSO.asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
protected virtual void Start() { //Set layer to player gameObject.layer = 10; Physics2D.IgnoreLayerCollision(8, 10); playerVariable.CurrentScore = 0; pickUpSound = pickUpSound.Initialize(gameObject); }
protected override void Awake() { base.Awake(); rb = GetComponent <Rigidbody2D> (); if (explosionSound) { explosionSound = explosionSound.Initialize(gameObject); } }
private void Awake() { Instance = this; IsGameRunning = true; roundTimer = levelFightTime; BGM = BGM.Initialize(gameObject); BGM.Play(); //levels = levels.RandomizeList(); }
protected override void Awake() { base.Awake(); projRB = GetComponent <Rigidbody2D> (); shakeCam = FindObjectOfType <CameraShake> (); if (explosionSound) { explosionSound = explosionSound.Initialize(gameObject); } }
private void Awake() { instance = this; mainMenuMusic = mainMenuMusic.Initialize(gameObject); mainMenuMusic.Play(); buttonPress = buttonPress.Initialize(gameObject); beeping = beeping.Initialize(gameObject); //timer.gameObject.SetActive(false); }
protected override void Awake() { base.Awake(); rb = GetComponent <Rigidbody2D> (); velocity = transform.right * FireForce; transform.rotation = Quaternion.Euler(Vector3.zero); if (explosionSound) { explosionSound = explosionSound.Initialize(gameObject); } }
protected virtual void Awake() { //set projectile to bullet layer //than ignore the gun layer //so bullet doesnt blow up on gun gameObject.layer = 9; Physics2D.IgnoreLayerCollision(8, 9); Physics2D.IgnoreLayerCollision(9, 11); if (fireSound) { fireSound = fireSound.Initialize(gameObject); } }
void LoadAudioClips() { m_audioSO = Resources.Load <AudioSO>("AudioSO"); for (int i = 0; i < m_audioSO.AudioFXList.Count; i++) { if (m_FXDictionary.ContainsKey(m_audioSO.AudioFXList[i].audioName)) { Debug.LogError("audio error"); } else { m_FXDictionary.Add(m_audioSO.AudioFXList[i].audioName, i); } } }
private void PlayHitEffects() { Vector3 pos = CurrentPosition; //visual effects GameObject hitEffect = Converged ? strongHitEffect : weakHitEffect; GameObject copy = Instantiate(hitEffect, null); copy.transform.position = pos; copy.transform.eulerAngles = Vector3.forward * (transform.eulerAngles.z + 180f); ParticleSystem ps = Instantiate(particleTrail, pos, transform.rotation, transform); particleTrail.transform.parent = null; particleTrail.Stop(true, ParticleSystemStopBehavior.StopEmitting); //sound effects AudioSO sound = Converged ? strongHitSound : weakHitSound; AudioMngr.PlaySFX(sound, pos, null); //reset sprRend.sprite = nonBoostedBullet; }
void PlayBgm(AudioSO audio) { bgmService.Play(audio, transition); }