// Update is called once per frame void Update() { if (controller.isGrounded && controller.velocity.magnitude > isWalkingThreshold && !isWalking) // si le joueur est sur le sol et a une vitesse supérieur au seuil { isWalking = true; // alors c'est qu'il marche stoppedWalking = false; startWalking = true; } else if (isWalking && (!controller.isGrounded || controller.velocity.magnitude < isWalkingThreshold)) // si le joueur était en train de marcher et qu'il n'est pas au sol, ou a une vitesse inférieur au seuil { isWalking = false; stoppedWalking = true; // alors c'est qu'il s'est arrêté de marcher } if (startWalking) { //print("start walking"); WwiseAudioManager.PlayLoopEvent("footsteps", this.gameObject); startWalking = false; } if (stoppedWalking) { stoppedWalking = false; //print("stopped walking"); WwiseAudioManager.StopLoopEvent("footsteps", this.gameObject); } }
void switchSounds() { //Tous les sons a switcher sont avec convolver for (int i = 0; i < playingObjects.Count; i++) { if (playingObjects[i].GetComponent <ConvolutionObject>() != null && playingObjects[i].GetComponent <InteractibleObject>().soundEvent != "") { //Stoppe son du convolver avec switch précédent WwiseAudioManager.StopLoopEvent(playingObjects[i].GetComponent <InteractibleObject>().soundEvent, playingObjects[i], true); //Lance switch du convolver WwiseAudioManager.PlayFiniteEvent(switchType + playingObjects[i].GetComponent <ConvolutionObject>().switchName, playingObjects[i]); //Lance son du convolver WwiseAudioManager.PlayLoopEvent(playingObjects[i].GetComponent <InteractibleObject>().soundEvent, playingObjects[i], true); } else if (playingObjects[i].GetComponentInChildren <AudioEventManager>() != null && playingObjects[i].GetComponentInChildren <AudioEventManager>().idleSound) { GameObject playingNPC = playingObjects[i]; //Stoppe son Idle (PNJ) playingNPC.GetComponentInChildren <AudioEventManager>().SounStopdIdle(); //play son Idle (PNJ) playingNPC.GetComponentInChildren <AudioEventManager>().SoundPlayIdle(); } } }
// Use this for initialization void Start() { WwiseAudioManager.PlayFiniteEvent("ville_calme", this.gameObject); //Prends les variables par défaut ambientLight = RenderSettings.ambientLight; upLightLight = GameObject.Find("Lumières").transform.FindChild("Directional_light_up").GetComponent <Light> ().color; downLightLight = GameObject.Find("Lumières").transform.FindChild("Directional_light_down").GetComponent <Light>().color; skyBoxLight = RenderSettings.skybox.GetColor("_Tint"); FogLight = RenderSettings.fogColor; fogDensityLight = RenderSettings.fogDensity; ambientDark = new Color(25.0f / 255.0f, 32.0F / 255.0f, 36.0F / 255.0f, 0.5F); upLightDark = new Color(8.0F / 255.0f, 16.0F / 255.0f, 66.0F / 255.0f, 0.5F); downLightDark = new Color(58.0f / 255.0f, 0.0F / 255.0f, 68.0F / 255.0f, 0.5F); skyBoxDark = new Color(0.0F / 255.0f, 0.0F / 255.0f, 0.0F / 255.0f, 0.5F); FogDark = new Color(57.0F / 255.0f, 74.0F / 255.0f, 112.0F / 255.0f, 0.5F); fogDensityDark = 0.004f; upLightStart = upLightLight; downLightStart = downLightLight; skyBoxStart = skyBoxLight; ambientStart = ambientLight; fogStart = FogLight; upLightEnd = upLightDark; downLightEnd = downLightDark; skyBoxEnd = skyBoxDark; ambientEnd = ambientDark; fogEnd = FogDark; RenderSettings.fog = true; }
public void PlayFiniteEventWithCallBack(string eventName) { //Stops previous event if (idleSound) { SounStopdIdle(); } WwiseAudioManager.PlayFiniteEvent(eventName, this.transform.parent.gameObject, MyCallbackFunction); }
public void Start() { //appel du fragment WwiseAudioManager.PlayLoopEvent("fragment_call_" + family.ToString(), this.gameObject, false); if (desactivateOnStart) { this.gameObject.SetActive(false); } }
//Quand le fragment est laché public void Drop() { rigidbody.isKinematic = false; transform.parent = null; //stoppe la convolution WwiseAudioManager.StopLoopEvent(GetComponent <InteractibleObject>().soundEvent, gameObject); GetComponent <levitation>().IsHeld(false); }
private void Awake() { if (instance) { Destroy(gameObject); } else { instance = this; } DontDestroyOnLoad(gameObject); }
// Ramasse l'objet toPickUp public void PickUpObject(GameObject toPickUp) { if (toPickUp != null) { print("Interactor:PickUpObject"); // on racrroche toPickUp a inHandPosition dans la hiérarchie inHandObject = toPickUp; inHandObject.transform.parent = inHandPosition.transform; inHandObject.transform.position = inHandPosition.transform.position; inHandObject.transform.rotation = inHandPosition.transform.rotation; inHandObject.rigidbody.isKinematic = true; handsFull = true; WwiseAudioManager.PlayFiniteEvent("interactions_simples_motion", this.gameObject); // on joue le son correspondant } }
//Ramassage du fragment public GameObject OnTouch() { this.gameObject.SetActive(true); GetComponent <levitation>().enabled = true; GetComponent <levitation>().IsHeld(true); //stoppe appel WwiseAudioManager.StopLoopEvent("fragment_call_" + family.ToString(), this.gameObject, false); WwiseAudioManager.PlayFiniteEvent("prendre_morceau", gameObject); //lance convolution du fragment WwiseAudioManager.PlayLoopEvent(GetComponent <InteractibleObject>().soundEvent, gameObject); return(this.gameObject); }
public void DropInHandObject() { if (inHandObject != null) { print("Interactor:DropInHandObject"); WwiseAudioManager.PlayFiniteEvent("interactions_simples_motion", this.gameObject); inHandObject.GetComponent <Fragment>().Drop(); if (hitObject == null) { inHandObject.GetComponent <Fragment>().Ground(); } handsFull = false; inHandObject = null; } }
public GameObject OnPickUp() { print("SettingPiece:OnPickUp"); WwiseAudioManager.StopLoopEvent(this.GetComponent <InteractibleObject>().soundEvent, this.gameObject, true); WwiseAudioManager.PlayFiniteEvent("convolution_wet_to0", this.gameObject); GameObject fragPicked = fragment.OnTouch(); SoundUniverseManager.removeSoundEvent(this.gameObject); fragment = null; this.GetComponentInChildren <Renderer>().material = defaultMaterial; //audioSource.clip = defaultClip; //audioEventName = defaultAudioEventName; return(fragPicked); }
public GameObject OnTouch() { if (!HasFragment()) { WwiseAudioManager.PlayFiniteEvent("toucher_element", this.gameObject); if (GetComponent <InteractibleObject>().type == InteractibleType.SettingPiece) { WwiseAudioManager.PlayFiniteEvent(SoundUniverseManager.switchType + "RI" + switchName, this.gameObject); WwiseAudioManager.PlayFiniteEvent("Sfx_RI", this.gameObject); } return(null); } else { return(OnPickUp()); } //soundEevent }
/* * public void OnInteract(){ * print("Parent OnInteract"); * this.GetComponent<SettingPiece>().OnInteract(); * } */ public void OnAddingFragment(Fragment fragment) { if (this.GetComponent <Blend>() != null) { this.GetComponent <Blend>().enabled = false; } this.GetComponent <InteractibleObject> ().soundEvent = fragment.GetComponent <InteractibleObject> ().soundEvent; //fragment.transform.parent = this.transform; //print("SettingPiece:OnAddingFragment:" + GetComponent<InteractibleObject>().type); this.fragment = fragment; //activatedMaterial = fragment.material; this.GetComponentInChildren <Renderer>().material = fragment.material; //this.audioSource.clip = fragment.GetClip(); // this.audioEventName = fragment.audioEventName; //AkSoundEngine.SetRTPCValue ("binaural_to_convolver", 100); //fragment.Drop (); //AkSoundEngine.SetSwitch("Elements_decor", "Batiment_1", inHandObject.gameObject); SoundUniverseManager.addSoundEvent(this.gameObject); WwiseAudioManager.PlayFiniteEvent("linker_morceau", this.gameObject); WwiseAudioManager.PlayFiniteEvent(SoundUniverseManager.switchType + switchName, this.gameObject); WwiseAudioManager.PlayLoopEvent(fragment.GetComponent <InteractibleObject>().soundEvent, this.gameObject, true); WwiseAudioManager.PlayFiniteEvent("convolution_wet_to100", this.gameObject); if (GetComponent <InteractibleObject>().type == InteractibleType.NPC) { this.GetComponent <Musicien>().OnAddingFragment(fragment); GetComponentInChildren <AudioEventManager>().SoundRemovedIdle(); GetComponentInChildren <AudioEventManager>().idleSound = false; } }
public void EmitSound()// émission du son du passant { WwiseAudioManager.PlayFiniteEvent(audioEventName, this.gameObject); print("Emit Sound"); }
public void SounStopdIdle() { WwiseAudioManager.StopLoopEvent(audioName.ToString() + "_idle", this.transform.parent.gameObject); }
/* * Sound events */ public void SoundPlayIdle() { WwiseAudioManager.PlayFiniteEvent(SoundUniverseManager.switchType + "_mood", this.transform.parent.gameObject); WwiseAudioManager.PlayLoopEvent(audioName.ToString() + "_idle", this.transform.parent.gameObject); }
//Quand le fragment est posé au sol public void Ground() { WwiseAudioManager.PlayFiniteEvent("lacher_morceau", gameObject); //relance appel du fragment WwiseAudioManager.PlayLoopEvent("fragment_call_" + family.ToString(), gameObject, false); }