Example #1
0
    /// <summary>
    /// Play random player sound.
    /// </summary>
    /// <param name="playerSoundType">PlayerSoundType to play.</param>
    public void PlayRandomSound(PlayerSoundType playerSoundType)
    {
        switch (playerSoundType)
        {
        case PlayerSoundType.Hurt:
            audioSource.clip = playerHurtClips.GetRandomElementOrDefault();
            break;

        case PlayerSoundType.Idle:
            audioSource.clip = playerIdleClips.GetRandomElementOrDefault();
            break;

        case PlayerSoundType.Jump:
            audioSource.clip = playerJumpClips.GetRandomElementOrDefault();
            break;

        case PlayerSoundType.Land:
            audioSource.clip = playerLandClips.GetRandomElementOrDefault();
            break;

        case PlayerSoundType.Footstep:
            audioSource.clip = playerFootstepClips.GetRandomElementOrDefault();
            break;
        }
        audioSource.Play();
    }
Example #2
0
    /// <summary>
    /// 播放对应的音效
    /// </summary>
    /// <param name="name"></param>
    public void Play(PlayerSoundType name)
    {
        switch (name)
        {
        case PlayerSoundType.run:
            AudioSources[0].Play();
            break;

        case PlayerSoundType.jump:
            AudioSources[1].Play();
            break;

        case PlayerSoundType.falldown:
            AudioSources[2].Play();
            break;

        case PlayerSoundType.throwcube:
            AudioSources[3].Play();
            break;

        case PlayerSoundType.flash:
            AudioSources[4].Play();
            break;

        case PlayerSoundType.hook:
            AudioSources[5].Play();
            break;

        case PlayerSoundType.stoptime:
            AudioSources[6].Play();
            break;

        case PlayerSoundType.hit:
            AudioSources[7].Play();
            break;

        case PlayerSoundType.trampoline:
            AudioSources[8].Play();
            break;

        case PlayerSoundType.dead:
            AudioSources[9].Play();
            break;

        default:
            break;
        }
    }
    public void CreateSound(PlayerSoundType type, int playerNum, Vector3 position, float minVolume, float maxVolume)
    {
        PlayerSoundList playerSoundList = this.playerSounds[(int)type];

        if (playerSoundList.clipLists == null || playerSoundList.clipLists.Length == 0)
        {
            Debug.LogWarning("No clips for " + type);
            return;
        }

        // Get list of sounds for this playerNum
        if (playerNum > playerSoundList.clipLists.Length)
        {
            Debug.LogWarning("playerNum " + playerNum + " is too high");
            playerNum %= playerSoundList.clipLists.Length;
        }
        AudioClipList clipList = playerSoundList.clipLists[playerNum];

        AudioClip clip = clipList.items[UnityEngine.Random.Range(0, clipList.items.Length)];

        CreateSound(position, clip, minVolume, maxVolume);
    }
    public void CreateSound(PlayerSoundType type, int playerNum, Vector3 position, float minVolume, float maxVolume)
    {
        PlayerSoundList playerSoundList = this.playerSounds[(int)type];

        if (playerSoundList.clipLists == null || playerSoundList.clipLists.Length == 0)
        {
            Debug.LogWarning("No clips for " + type);
            return;
        }

        // Get list of sounds for this playerNum
        if(playerNum > playerSoundList.clipLists.Length)
        {
            Debug.LogWarning("playerNum " + playerNum + " is too high");
            playerNum %= playerSoundList.clipLists.Length;
        }
        AudioClipList clipList = playerSoundList.clipLists[playerNum];

        AudioClip clip = clipList.items[UnityEngine.Random.Range(0, clipList.items.Length)];

        CreateSound(position, clip, minVolume, maxVolume);
    }
Example #5
0
    /// <summary>
    /// 检测该音效是否正在播放
    /// </summary>
    /// <param name="name"></param>
    /// <returns></returns>
    public bool IsPlaying(PlayerSoundType name)
    {
        switch (name)
        {
        case PlayerSoundType.run:
            return(AudioSources[0].isPlaying);

        case PlayerSoundType.jump:
            return(AudioSources[1].isPlaying);

        case PlayerSoundType.falldown:
            return(AudioSources[2].isPlaying);

        case PlayerSoundType.throwcube:
            return(AudioSources[3].isPlaying);

        case PlayerSoundType.flash:
            return(AudioSources[4].isPlaying);

        case PlayerSoundType.hook:
            return(AudioSources[5].isPlaying);

        case PlayerSoundType.stoptime:
            return(AudioSources[6].isPlaying);

        case PlayerSoundType.hit:
            return(AudioSources[7].isPlaying);

        case PlayerSoundType.trampoline:
            return(AudioSources[8].isPlaying);

        case PlayerSoundType.dead:
            return(AudioSources[9].isPlaying);
        }

        return(false);
    }
    public void PlayPlayerSound(PlayerSoundType type, float volume)
    {
        switch (type)
        {
        case PlayerSoundType.WALK:
            PlaySound(mPlayerInSandZone ? sandWalkSound : grassWalkSound, volume);
            break;

        case PlayerSoundType.RUN:
            PlaySound(mPlayerInSandZone ? sandRunSound : grassRunSound, volume);
            break;

        case PlayerSoundType.JUMP:
            PlaySound(jumpSound, volume);
            break;

        case PlayerSoundType.SNIFF:
            PlaySound(sniffSounds[Random.Range(0, sniffSounds.Length)], volume);
            break;

        default:
            break;
        }
    }