/*******************************************************/ /* !@brief : Volumeをセット * @param[in] : value -> 音量 * @param[in] : sound -> 音量を変更する対象 * @retval : なし * @date : 2014/03/22 * @author : コロソブス(korombus) *******************************************************/ public static void SetVolume(float value, Sound SB, CommonSound sound = null) { if (value <= 0 || value >= 1) { return; } switch (SB) { case Sound.BGM: _BGMVolume = value; break; case Sound.SE: _SEVolume = value; break; default: Debug.Log("NO SOUND"); return; } if (sound != null) { sound.ChangeVolume(value); } }
private static bool alreadyReadMasterData = false; //!< マスタデータ読み込みフラグ /// <summary> /// Awake /// </summary> public virtual void Awake() { base.Awake(); // マスタデータ読み込みがまだならば読み込む if (!alreadyReadMasterData) { CommonMasterLoader master = new CommonMasterLoader(); master.InitMasterData(); alreadyReadMasterData = true; } // BGMがなければ作成 if (BGM == null) { BGM = CommonUtil.PrefabInstance("BGM", GameDefine.COMMON_PREFABS_PATH + "BGM", this.gameObject.transform).GetComponent<CommonSound>(); SE = CommonUtil.PrefabInstance("SE", GameDefine.COMMON_PREFABS_PATH + "SE", BGM.gameObject.transform).GetComponent<CommonSound>(); } // 音量調節 BGM.ChangeVolume(OPTION.BGMVolume); SE.ChangeVolume(OPTION.SEVolume); }
private static bool alreadyReadMasterData = false; //!< マスタデータ読み込みフラグ /// <summary> /// Awake /// </summary> public virtual void Awake() { base.Awake(); // マスタデータ読み込みがまだならば読み込む if (!alreadyReadMasterData) { CommonMasterLoader master = new CommonMasterLoader(); master.InitMasterData(); alreadyReadMasterData = true; } // BGMがなければ作成 if (BGM == null) { BGM = CommonUtil.PrefabInstance("BGM", GameDefine.COMMON_PREFABS_PATH + "BGM", this.gameObject.transform).GetComponent <CommonSound>(); SE = CommonUtil.PrefabInstance("SE", GameDefine.COMMON_PREFABS_PATH + "SE", BGM.gameObject.transform).GetComponent <CommonSound>(); } // 音量調節 BGM.ChangeVolume(OPTION.BGMVolume); SE.ChangeVolume(OPTION.SEVolume); }
public static string GetCommonSound(CommonSound commonSound) { switch (commonSound) { case CommonSound.DogBark: return("0013"); case CommonSound.MeleeMiss: if (Rules.RollD(1, 2) == 1) { return("0045"); } return("0046"); case CommonSound.UnarmedMiss: return("0047"); case CommonSound.ThrownWeapon: return("0048"); case CommonSound.MetalBlock: return("0049"); case CommonSound.WoodBlock: return("0050"); case CommonSound.ShieldBlock: case CommonSound.HandBlock: return("0051"); case CommonSound.LightDamage: case CommonSound.ModerateDamage: return("0052"); case CommonSound.HeavyDamage: return("0053"); case CommonSound.SevereDamage: case CommonSound.FatalDamage: return("0054"); case CommonSound.DeathRevive: return("0055"); case CommonSound.SpellFail: return("0056"); case CommonSound.MoveUpStairs: return("0057"); case CommonSound.MoveDownStairs: return("0058"); case CommonSound.Splash: return("0059"); case CommonSound.PickingLock: return("0060"); case CommonSound.DrinkBottle: return("0061"); case CommonSound.EatFood: return("0062"); case CommonSound.OpenBottle: return("0063"); case CommonSound.Smithy: return("0064"); case CommonSound.EarthQuake: return("0065"); case CommonSound.ThunderClap: return("0066"); case CommonSound.MapPortal: return("0067"); case CommonSound.Explosion: return("0068"); case CommonSound.Fireball: return("0069"); case CommonSound.IceStorm: return("0070"); case CommonSound.BreakingGlass: return("0071"); case CommonSound.Whirlwind: return("0072"); case CommonSound.OpenDoor: return("0073"); case CommonSound.CloseDoor: return("0074"); case CommonSound.NockCrossbow: return("0075"); case CommonSound.NockBow: return("0076"); case CommonSound.MaleHmm: return("0077"); case CommonSound.MaleFumble: return("0078"); case CommonSound.MaleGrunt: return("0079"); case CommonSound.MaleSpellWarm: return("0080"); case CommonSound.FemaleHmm: return("0081"); case CommonSound.FemaleFumble: return("0082"); case CommonSound.FemaleGrunt: return("0083"); case CommonSound.FemaleSpellWarm: return("0084"); /* 85 quick tap, wooden weapon block? * 86 quick tap, wooden weapon block higher pitch * 87 shot weapon? * 88 bow string twang? */ case CommonSound.Beep: return("0089"); /* 90 goblin idle * 91 orc idle * 92 kobold idle * 93 wyvern/winged creature idle * 94 hobgoblin idle * 95 troll idle * 96 minotaur idle */ case CommonSound.DeathMalePlayer: return("0186"); case CommonSound.FallingMale: return("0187"); case CommonSound.MaleSnarl: return("0201"); case CommonSound.Feared: return("0203"); case CommonSound.DeathFemalePlayer: return("0205"); case CommonSound.FemaleSnarl: return("0216"); case CommonSound.FallingFemale: return("0218"); case CommonSound.LevelUp: return("0219"); case CommonSound.SkillUp: return("0220"); case CommonSound.RecallReset: return("0221"); case CommonSound.SlidingRockDoor: return("0268"); case CommonSound.LongLowWhoosh: return("0285"); case CommonSound.UnlockingDoor: return("0288"); case CommonSound.MemorizedChantLoss: return("0291"); default: return(""); } }