public void PauseEditorAudio() { editorAudioText.text = "None"; editorAudioText.color = Color.white; editorAudio = editorAudios[0]; // "none" won't play when ed opens. WebGLComm.inst.PauseEditorAudio(); }
void Awake() { if (BackgroundAudio.instance == null) { BackgroundAudio.instance = this; } }
/// <summary> /// 停止播放背景音乐 /// </summary> public void StopBackgroundMusic() { if (BackgroundAudio.isPlaying) { BackgroundAudio.Stop(); } }
// Start is called before the first frame update void Start() { //Set starting background currentBackground = "darkForest"; // Music for the specific background BackgroundAudio.PlaySound("DarkForest"); // musicIsOff = false; }
public static void PlayBG(BackgroundAudio lol) { if (blAH) { Debug.Log ("hey i called it"); blAH.playBackground (lol); } }
// Start is called before the first frame update private void OnTriggerEnter2D(Collider2D other) { if (other.transform.tag == "Coin") { BackgroundAudio.PlaySound("Coin"); coin++; textCoins.text = coin.ToString(); Destroy(other.gameObject); } }
// For playing backgorund audio in game. public void SetGameBackgroundAudio(string n) { foreach (BackgroundAudio env in environmentAudios) { if (n == env.name) { gameAudio = env; // WebGLComm.inst.PlayEnvironmentAudio(env.serverPath); } } }
void OnTriggerEnter2D(Collider2D collider) { var p = collider.gameObject.GetComponent <PlayerController>(); if (p != null) { BackgroundAudio.PlaySound("Death"); var ev = Schedule <PlayerEnteredDeathZone>(); ev.deathzone = this; } }
private void OnTriggerEnter2D(Collider2D collider) { //If in contact with the player, then call the bg change script if (collider.tag == "tag_player") { if (audioClip != null) { StartCoroutine(BackgroundAudio.ChangeTracks(audioClip)); } } }
// For playing audio in editor public void SelectEditorAudio(string n) { foreach (BackgroundAudio env in environmentAudios) { if (n == env.name) { editorAudio = env; WebGLComm.inst.PlayEnvironmentAudio(env.serverPath); } } }
void Start() { Instance = this; //Populates dictionary with clips from the above data structure foreach (NamedAudio s in stings) { stingsDict.Add(s.name, s.clip); } DontDestroyOnLoad(Instance); stingSource = transform.GetChild(0).GetComponent <AudioSource>(); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this.gameObject); } DontDestroyOnLoad(this.gameObject); }
/// <summary> /// 播放背景音乐 /// </summary> /// <param name="clip">音乐剪辑</param> /// <param name="isLoop">是否循环</param> /// <param name="speed">播放速度</param> public void PlayBackgroundMusic(AudioClip clip, bool isLoop = true, float speed = 1) { if (BackgroundAudio.isPlaying) { BackgroundAudio.Stop(); } BackgroundAudio.clip = clip; BackgroundAudio.loop = isLoop; BackgroundAudio.pitch = speed; BackgroundAudio.Play(); }
private void Awake() { if (controller == null) { DontDestroyOnLoad(gameObject); controller = this; } else if (controller != this) { Destroy(gameObject); } }
void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); return; } else { instance = this; } DontDestroyOnLoad(gameObject); }
public void PopulateBackgroundAudiosFromBrowser(SimpleJSON.JSONClass N) { environmentAudios = new BackgroundAudio[N["tracks"].AsArray.Count]; WebGLComm.inst.Debug("populating " + N["tracks"].AsArray.Count + " audios."); int i = 0; foreach (SimpleJSON.JSONClass item in N["tracks"].AsArray.Childs) { BackgroundAudio ea = new BackgroundAudio(item["name"], item["file"]); environmentAudios[i] = ea; i++; } }
void Start() { restartButton = GetComponent <Button>(); DataController dataController = FindObjectOfType <DataController>(); BackgroundAudio backgroundAudio = FindObjectOfType <BackgroundAudio>(); restartButton.onClick.AddListener(delegate { Destroy(GameObject.FindGameObjectWithTag("DataControllerLoad")); Destroy(GameObject.FindGameObjectWithTag("BackGroundAudio")); //Destroy(backgroundAudio); SceneManager.LoadScene("PersistentScene"); }); }
/// <summary> /// 恢复播放背景音乐 /// </summary> /// <param name="isGradual">是否渐进式</param> public void UnPauseBackgroundMusic(bool isGradual = true) { if (isGradual) { BackgroundAudio.volume = 0; BackgroundAudio.UnPause(); BackgroundAudio.DOFade(BackgroundVolume, 2); } else { BackgroundAudio.UnPause(); } }
private void OnEnable() { if (_Instance == null) { _Instance = this; DontDestroyOnLoad(this); } else { Debug.Log("Instance Already Exists"); Destroy(this.gameObject); } }
void Awake() { DontDestroyOnLoad(this); if (_instance != null) { Destroy(gameObject); return; } else { _instance = this; } }
public void NextEditorAudio() { editorAudioIndex++; editorAudioIndex %= editorAudios.Length; if (editorAudioIndex == 0) { editorAudioIndex = 1; // skip "none", that's only for stoping. } editorAudio = editorAudios[editorAudioIndex]; // Debug.Log("next:"+editorAudio.name); WebGLComm.inst.PlayEditorAudio(editorAudio.serverPath); editorAudioText.text = editorAudio.name; editorAudioText.color = Color.yellow; }
/// <summary> /// 暂停播放背景音乐 /// </summary> /// <param name="isGradual">是否渐进式</param> public void PauseBackgroundMusic(bool isGradual = true) { if (isGradual) { BackgroundAudio.DOFade(0, 2).OnComplete(() => { BackgroundAudio.Pause(); BackgroundAudio.volume = BackgroundVolume; }); } else { BackgroundAudio.Pause(); } }
void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(this.gameObject); return; } audioSource = GetComponent <AudioSource>(); SetAudioEnabled(GameManager.Instance.SettingsManager.BackgroundMusicEnabled); }
public void PlayEditorAudio() { editorAudioIndex = Random.Range(1, editorAudios.Length); editorAudio = editorAudios[editorAudioIndex]; // if (editorAudio == null){ // } WebGLComm.inst.PlayEditorAudio(editorAudio.serverPath); editorAudioText.text = editorAudio.name; if (editorAudio.name == "None") { editorAudioText.color = Color.white; } else { editorAudioText.color = Color.yellow; } }
void Awake() { current = this; }
public void playBackground(BackgroundAudio symbol) { switch (symbol) { case BackgroundAudio.DeathStinger: bg.clip = bgList[0]; bg.Play(); break; case BackgroundAudio.Level1Loop: bg.clip = bgList[1]; bg.Play(); break; case BackgroundAudio.MainTitle: bg.clip = bgList[2]; bg.Play(); break; case BackgroundAudio.Victory: bg.clip = bgList[3]; bg.Play(); break; default: break; } }
protected override void Update() { // Initial background music if (musicIsOff) { BackgroundAudio.PlaySound("MainTheme"); musicIsOff = false; } if (controlEnabled) { //move.x = Input.GetAxis("Horizontal"); //this was the previous arrow key input move.x = playerSpeed; //set player speed //As long as the speed is under max, increase slowly if (playerSpeed > maxSpeed) { playerSpeed -= decreaseSpeed; } /* * if (coinNum == 1) * { * //Reset all backgrounds away * background1.transform.position = new Vector3(background1.transform.position.x, -100, background1.transform.position.z); * background2.transform.position = new Vector3(background2.transform.position.x, -100, background2.transform.position.z); * background3.transform.position = new Vector3(background3.transform.position.x, -100, background3.transform.position.z); * background4.transform.position = new Vector3(background4.transform.position.x, -100, background4.transform.position.z); * * //Move the one we want * background1.transform.position = new Vector3(background1.transform.position.x, 0, background1.transform.position.z); * * // Music for the specific background * BackgroundAudio.PlaySound("DarkForest"); * } * if (Input.GetKey("1")) * { * //Reset all backgrounds away * background1.transform.position = new Vector3(background1.transform.position.x, -100, background1.transform.position.z); * background2.transform.position = new Vector3(background2.transform.position.x, -100, background2.transform.position.z); * background3.transform.position = new Vector3(background3.transform.position.x, -100, background3.transform.position.z); * background4.transform.position = new Vector3(background4.transform.position.x, -100, background4.transform.position.z); * * //Move the one we want * background1.transform.position = new Vector3(background1.transform.position.x, 0, background1.transform.position.z); * * // Music for the specific background * BackgroundAudio.PlaySound("DarkForest"); * } * if (Input.GetKey("2")) * { * //Reset all backgrounds away * background1.transform.position = new Vector3(background1.transform.position.x, -100, background1.transform.position.z); * background2.transform.position = new Vector3(background2.transform.position.x, -100, background2.transform.position.z); * background3.transform.position = new Vector3(background3.transform.position.x, -100, background3.transform.position.z); * background4.transform.position = new Vector3(background4.transform.position.x, -100, background4.transform.position.z); * * //Move the one we want * background2.transform.position = new Vector3(background2.transform.position.x, 0, background2.transform.position.z); * * // Music for the specific background * BackgroundAudio.PlaySound("RockyHills"); * } * if (Input.GetKey("3")) * { * //Reset all backgrounds away * background1.transform.position = new Vector3(background1.transform.position.x, -100, background1.transform.position.z); * background2.transform.position = new Vector3(background2.transform.position.x, -100, background2.transform.position.z); * background3.transform.position = new Vector3(background3.transform.position.x, -100, background3.transform.position.z); * background4.transform.position = new Vector3(background4.transform.position.x, -100, background4.transform.position.z); * * //Move the one we want * background3.transform.position = new Vector3(background3.transform.position.x, 0, background3.transform.position.z); * * // Music for the specific background * BackgroundAudio.PlaySound("PeacefulMountains"); * } * if (Input.GetKey("4")) * { * //Reset all backgrounds away * background1.transform.position = new Vector3(background1.transform.position.x, -100, background1.transform.position.z); * background2.transform.position = new Vector3(background2.transform.position.x, -100, background2.transform.position.z); * background3.transform.position = new Vector3(background3.transform.position.x, -100, background3.transform.position.z); * background4.transform.position = new Vector3(background4.transform.position.x, -100, background4.transform.position.z); * * //Move the one we want * background4.transform.position = new Vector3(background4.transform.position.x, 0, background4.transform.position.z); * * // Music for the specific background * BackgroundAudio.PlaySound("Waterfalls"); * } */ if (jumpState == JumpState.Grounded && Input.GetButtonDown("Jump")) { jumpState = JumpState.PrepareToJump; } else if (Input.GetButtonUp("Jump")) { stopJump = true; Schedule <PlayerStopJump>().player = this; } } else { move.x = 0; } UpdateJumpState(); base.Update(); }
// Use this for initialization void Start() { bg = GameObject.FindGameObjectWithTag("BgMusic").GetComponent <BackgroundAudio>(); }
// Update is called once per frame void Update() { // Initial background music if (musicIsOff) { //BackgroundAudio.PlaySound("MainTheme"); //musicIsOff = false; } //Change backgrounds according to coin number GameObject thePlayer = GameObject.Find("Player"); CoinCollision coinScript = thePlayer.GetComponent <CoinCollision>(); int coinNum = (int)coinScript.coin; //Get number of coins from the coin script //Check number of coins if (coinNum == 10) { //Change to rockyHills if (currentBackground != "rockyHills") { currentBackground = "rockyHills"; //Animate //out with current background FadeOut = darkForest.GetComponent <Animator>(); FadeOut.SetTrigger("FadeOut"); //in with new background FadeIn = rockyHills.GetComponent <Animator>(); FadeIn.SetTrigger("FadeIn"); //Reset all backgrounds away /* * darkForest.transform.position = new Vector3(darkForest.transform.position.x, -100, darkForest.transform.position.z); * peacefulMountains.transform.position = new Vector3(peacefulMountains.transform.position.x, -100, peacefulMountains.transform.position.z); * rockyHills.transform.position = new Vector3(rockyHills.transform.position.x, -100, rockyHills.transform.position.z); * waterfalls.transform.position = new Vector3(waterfalls.transform.position.x, -100, waterfalls.transform.position.z); */ //Move the one we want rockyHills.transform.position = new Vector3(rockyHills.transform.position.x, -1, rockyHills.transform.position.z); // Music for the specific background BackgroundAudio.PlaySound("RockyHills"); //Change dialogue GameObject D = GameObject.Find("DialogueManager"); Dialog dialogScript = D.GetComponent <Dialog>(); StartCoroutine(DialogCoroutine()); } } else if (coinNum == 20) { //Change to peacefulMountains if (currentBackground != "peacefulMountains") { //Animate //out with current background FadeOut = rockyHills.GetComponent <Animator>(); FadeOut.SetTrigger("FadeOut"); //in with new background FadeIn = peacefulMountains.GetComponent <Animator>(); FadeIn.SetTrigger("FadeIn"); currentBackground = "peacefulMountains"; //Reset all backgrounds away /* * darkForest.transform.position = new Vector3(darkForest.transform.position.x, -100, darkForest.transform.position.z); * peacefulMountains.transform.position = new Vector3(peacefulMountains.transform.position.x, -100, peacefulMountains.transform.position.z); * rockyHills.transform.position = new Vector3(rockyHills.transform.position.x, -100, rockyHills.transform.position.z); * waterfalls.transform.position = new Vector3(waterfalls.transform.position.x, -100, waterfalls.transform.position.z); */ //load new FadeIn = peacefulMountains.GetComponent <Animator>(); FadeIn.SetTrigger("FadeIn"); //Move the one we want peacefulMountains.transform.position = new Vector3(peacefulMountains.transform.position.x, -1, peacefulMountains.transform.position.z); // Music for the specific background BackgroundAudio.PlaySound("PeacefulMountains"); //Change dialogue GameObject D = GameObject.Find("DialogueManager"); Dialog dialogScript = D.GetComponent <Dialog>(); StartCoroutine(DialogCoroutine()); } } else if (coinNum == 35) { //Change to waterfalls if (currentBackground != "waterfalls") { //Animate //out with current background FadeOut = peacefulMountains.GetComponent <Animator>(); FadeOut.SetTrigger("FadeOut"); //in with new background FadeIn = waterfalls.GetComponent <Animator>(); FadeIn.SetTrigger("FadeIn"); currentBackground = "waterfalls"; //Reset all backgrounds away /* * darkForest.transform.position = new Vector3(darkForest.transform.position.x, -100, darkForest.transform.position.z); * peacefulMountains.transform.position = new Vector3(peacefulMountains.transform.position.x, -100, peacefulMountains.transform.position.z); * rockyHills.transform.position = new Vector3(rockyHills.transform.position.x, -100, rockyHills.transform.position.z); * waterfalls.transform.position = new Vector3(waterfalls.transform.position.x, -100, waterfalls.transform.position.z); */ //Move the one we want waterfalls.transform.position = new Vector3(waterfalls.transform.position.x, -1, waterfalls.transform.position.z); // Music for the specific background BackgroundAudio.PlaySound("Waterfalls"); //Change dialogue GameObject D = GameObject.Find("DialogueManager"); Dialog dialogScript = D.GetComponent <Dialog>(); dialogScript.NextSentence(); } } }