private void ShowNext() { nextButton.SetActive(true); List <GameObject> pageList = quizObject[slot.index].pageList; for (int i = 0; i < pageList.Count; i++) { pageList[i].gameObject.SetActive(false); } //페이지 남음. if (index < pageList.Count) { pageList[index].SetActive(true); } else { pageList[pageList.Count - 1].SetActive(true); nextButton.SetActive(false); teamButtonObject.SetActive(true); SoundMgr.PlaySound(SoundMgr.SoundType.question_end);; } }
public void SceneLoad() { if (FadeOutAnimator.enabled == false) { m_SoundMgr.PlaySound(1); FadeOutAnimator.enabled = true; m_SoundMgr.SoundFadeOut(2.0f, 0); StartCoroutine("Delay"); } }
IEnumerator bird() { while (bBird) { float x0 = 400 * Mathf.Sin(UnityEngine.Random.Range(0, 6.28f)); float z0 = 400 * Mathf.Cos(UnityEngine.Random.Range(0, 6.28f)); SoundMgr.PlaySound(clipBird, new Vector3(x0, 0, z0)); yield return(new WaitForSeconds(UnityEngine.Random.Range(4, 8))); } }
void OnTriggerEnter(Collider other) { if (other.gameObject.layer == LayerMask.NameToLayer("Crash")) { if (!p.isResetPlayer) { sm.LifeContol(); p.Crash(); SoundMgr.PlaySound(SoundType.damage); } } else if (other.gameObject.layer == LayerMask.NameToLayer("Falling")) { if (!p.isResetPlayer) { p.Falling(); } } else if (other.gameObject.layer == LayerMask.NameToLayer("Slide")) { if (!p.GetSlideState()) { if (!p.isResetPlayer) { sm.LifeContol(); p.Crash(); SoundMgr.PlaySound(SoundType.damage); } } } else if (other.gameObject.layer == LayerMask.NameToLayer("Coin")) { sm.CardGaugeUp(); other.GetComponent <Renderer>().enabled = false;//gameObject.SetActive(false); other.GetComponent <Collider>().enabled = false; p.CoinGetEffect(); SoundMgr.PlaySound(SoundType.coin); //Destroy(other.gameObject); } //else if (other.gameObject.layer == LayerMask.NameToLayer("Card")) //{ // //other.transform.parent.gameObject.SetActive(false); // other.transform.parent.SetParent(p.transform.Find("Main Camera/CardDest")); // other.transform.GetComponent<CardItem>().MoveCard(); // p.PlayerGetCard(); // sm.CardCapture(); //} }
public override void Combo3Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("Arrows3"), gameObject.transform.position, new Quaternion()); CArrows Arrows = LoadedObj.GetComponent <CArrows>(); Arrows.Owner = gameObject; Arrows.end_pos = TargetVec; CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>(); Arrows.HitMove = ani.HitMove; Arrows.HitAniType = EHitAniType.Type3; SoundMgr.PlaySound("Missile", ESoundType.Motion); }
public override void Combo3Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("IceBolt"), gameObject.transform.position, new Quaternion()); CIceBolt IceBolt = LoadedObj.GetComponent <CIceBolt>(); IceBolt.Owner = gameObject; IceBolt.EndPos = TargetVec; CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>(); IceBolt.HitMove = ani.HitMove; IceBolt.HitAniType = EHitAniType.Type3; SoundMgr.PlaySound("Razor", ESoundType.Motion); }
public override void ParringAttackDamage() { Vector3 pos = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right : gameObject.transform.position + Vector3.left; GameObject TriggerObj = Instantiate <GameObject>(CResourceMgr.LoadTrigger("DamageCircleTrigger"), pos, Quaternion.identity); CDamageTrigger Trigger = TriggerObj.GetComponent <CDamageTrigger>(); Trigger.Owner = gameObject; CSturnAni ani = gameObject.GetComponentInChildren <CSturnAni>(); Trigger.AliveTime = 0.1f; Trigger.Damage = 10; Trigger.ApplyAliveTime(); Trigger.bSturn = true; Trigger.HitAniType = EHitAniType.Type1; SoundMgr.PlaySound("Attack", ESoundType.Motion); }
public override bool Dodge(Vector3 GoalPos) { if (Stamina < 40.0f) { return(false); } bool bDodge = base.Dodge(GoalPos); if (bDodge) { Stamina -= 40.0f; SoundMgr.PlaySound("Jump", ESoundType.Motion); } return(bDodge); }
public void CardGaugeUp() { cardGauge++; if (cardGauge > 250) { currentSpeed = player.GetComponentInParent <Player>().playSpeed = 2.2f; LoadFile.Lv3(); } meter[0].sprite = counts[cardGauge % 10]; meter[1].sprite = counts[cardGauge / 10 % 10]; meter[2].sprite = counts[cardGauge / 100 % 10]; meter[3].sprite = counts[cardGauge / 1000]; if (!isFinish) { gauge.fillAmount = cardGauge / (float)CardGaugeLimit; if (CardGaugeLimit <= cardGauge) { //cardGauge = 0; //cardCapture.sprite = cardCaptureSprite[1]; cardEffect.SetActive(true); Invoke("CardEffectOff", 0.2f); //카드 생성 CardObj.SetActive(true); CardObj.transform.parent = player.transform.Find("Card_Pos"); CardObj.transform.localPosition = Vector3.forward; CardObj.transform.localScale = Vector3.one; //> StartCoroutine(MovingCard()); SoundMgr.PlaySound(SoundType.card); //CoinsActive(false); } } }
private void Update() { if (Input.GetKeyDown(KeyCode.A)) { scoreUI.Show(allList, false); } else if (Input.GetKeyDown(KeyCode.Z)) { SoundMgr.PlaySound(SoundMgr.SoundType.sound_buttion_right); } else if (Input.GetKeyDown(KeyCode.X)) { SoundMgr.PlaySound(SoundMgr.SoundType.sound_buttion_wrong); } else if (Input.GetKeyDown(KeyCode.C)) { SoundMgr.PlaySound(SoundMgr.SoundType.answer_confirm); } }
public override bool Hit(int inDamage, GameObject Attacker, float HitMove, bool bSturn, EHitAniType HitAniType) { CDebugLog.Log(ELogType.Character, "Hit EnemyCharacter"); bool bHit = base.Hit(inDamage, Attacker, HitMove, bSturn, HitAniType); if (bHit) { if (curState == EState.Die) { SoundMgr.PlaySound("Die2", ESoundType.Motion); } else { SoundMgr.PlaySound("Digital_Sword", ESoundType.Motion); } } return(bHit); }
public void ClickSlot() { if (stateType == StateType.Opening) { return; } if (stateType == StateType.Lock) { SoundMgr.PlaySound(SoundMgr.SoundType.SlotOpen); } else if (stateType == StateType.Ready) { SoundMgr.PlaySound(SoundMgr.SoundType.SlotEnter); } if (callback != null) { callback(this); } }
public override void Combo2Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); // 이미지를 반시계방향으로 회전 시켜서 위로 바라 보게 만든다. Vector3 eulerAngles = newRotation.eulerAngles; eulerAngles.z += 90.0f; newRotation = Quaternion.Euler(eulerAngles); GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("IceBolt"), gameObject.transform.position, newRotation); CIceBolt Effect = LoadedObj.GetComponent <CIceBolt>(); Effect.Owner = gameObject; Effect.EndPos = TargetVec; CCombo1Ani ani = gameObject.GetComponentInChildren <CCombo1Ani>(); Effect.HitMove = ani.HitMove; Effect.HitAniType = EHitAniType.Type2; SoundMgr.PlaySound("Razor2", ESoundType.Motion); }
public override void Combo3Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right : gameObject.transform.position + Vector3.left; Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); Vector3 pos = gameObject.transform.position; pos.x = gameObject.transform.position.x + (TargetVec.x - pos.x) / 2.0f; pos.z = 1.0f; GameObject melee_trail = Instantiate <GameObject>(CResourceMgr.LoadEffect("SwordTrail"), pos, newRotation); melee_trail.transform.localScale = new Vector3(2.0f, 2.0f, 1.0f); CTrail trail = melee_trail.GetComponent <CTrail>(); trail.Owner = gameObject; CCombo3Ani ani = gameObject.GetComponentInChildren <CCombo3Ani>(); trail.HitMove = ani.HitMove; trail.HitAniType = EHitAniType.Type3; ani.SpriteRendererNone(); SoundMgr.PlaySound("Attack", ESoundType.Motion); }
public override void Combo1Damage() { Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); // 이미지를 반시계방향으로 회전 시켜서 위로 바라 보게 만든다. Vector3 eulerAngles = newRotation.eulerAngles; eulerAngles.z += 90.0f; newRotation = Quaternion.Euler(eulerAngles); GameObject LoadedObj = Instantiate <GameObject>(CResourceMgr.LoadEffect("Bone"), gameObject.transform.position, newRotation); CBone Effect = LoadedObj.GetComponent <CBone>(); Effect.Owner = gameObject; Effect.EndPos = TargetVec; CCombo1Ani ani = gameObject.GetComponentInChildren <CCombo1Ani>(); Effect.HitMove = ani.HitMove; Effect.HitAniType = EHitAniType.Type1; //Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right : gameObject.transform.position + Vector3.left; //Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); //Vector3 pos = gameObject.transform.position; //pos.x = gameObject.transform.position.x + (TargetVec.x - pos.x) / 2.0f; //pos.z = 1.0f; //GameObject melee_trail = Instantiate<GameObject>(CResourceMgr.LoadEffect("SwordTrail"), pos, newRotation); //CTrail trail = melee_trail.GetComponent<CTrail>(); //trail.Owner = gameObject; //CCombo1Ani ani = gameObject.GetComponentInChildren<CCombo1Ani>(); //trail.HitMove = ani.HitMove; //trail.HitAniType = EHitAniType.Type1; ani.SpriteRendererNone(); SoundMgr.PlaySound("Attack", ESoundType.Motion); }
public override void Combo1Damage() { CCombo1Ani ani = gameObject.GetComponentInChildren <CCombo1Ani>(); ani.SpriteRendererNone(); Vector3 TargetVec = RotateAngle == 0.0f ? gameObject.transform.position + Vector3.right * AttackRange : gameObject.transform.position + Vector3.left * AttackRange; Quaternion newRotation = CUtility.MakeQuaternion(gameObject.transform.position, TargetVec); // 이미지를 반시계방향으로 회전 시켜서 위로 바라 보게 만든다. Vector3 eulerAngles = newRotation.eulerAngles; eulerAngles.z += 90.0f; newRotation = Quaternion.Euler(eulerAngles); GameObject ranged_object = Instantiate <GameObject>(CResourceMgr.LoadEffect("Arrow"), gameObject.transform.position, newRotation); CArrow arrow = ranged_object.GetComponent <CArrow>(); arrow.Owner = gameObject; arrow.EndPos = TargetVec; arrow.HitAniType = EHitAniType.Type1; SoundMgr.PlaySound("Missile", ESoundType.Motion); }
void _play_sound() { SoundMgr.PlaySound("f0"); EventMgr.startEvent("显示关闭按钮"); }
private void OnEnable() { SoundMgr.PlaySound(soundType); }
public override void start() { SoundMgr.PlaySound(soundFile); isEnd = true; }