public void AddAudioEffectSetup(AudioEffectSetup audio_setup) { if (m_audio_effects == null) m_audio_effects = new List<AudioEffectSetup>(); m_audio_effects.Add(audio_setup); }
public void AddAudioEffectSetup(AudioEffectSetup audio_setup) { if (m_audio_effects == null) { m_audio_effects = new List <AudioEffectSetup>(); } m_audio_effects.Add(audio_setup); }
public AudioEffectSetup AddAudioEffectSetup() { if (m_audio_effects == null) m_audio_effects = new List<AudioEffectSetup>(); var new_audio_effect = new AudioEffectSetup(); m_audio_effects.Add(new_audio_effect); return new_audio_effect; }
// Called by ShootTarget instances when a valid mouseDown is detected public static void TargetHit(Vector3 position, TARGET_COLOUR colour) { // Grab next available text animation instance from object pool EffectManager hit_effect = m_instance.m_hit_effects[m_instance.m_hit_effect_index]; // Position effect object hit_effect.transform.position = position; // Grab reference to the audio effect setup on our text animation AudioEffectSetup audio_setup = hit_effect.GetAnimation(0).GetAction(0).GetAudioEffectSetup(0); // Depending on its colour value, dynamically alter the audio effect setup data. // Then set the text to the associated word, which automatically performs the necessary PrepareAnimationData() step. // Note: If text wasn't changing, you'd need to manually call hit_effect.PrepareAnimationData() before playing the animation, in order to see the effects of your changes switch (colour) { case TARGET_COLOUR.RED: audio_setup.m_audio_clip = m_instance.m_boom_clip; audio_setup.m_offset_time.SetConstant(0.2f); audio_setup.m_volume.SetConstant(0.5f); audio_setup.m_pitch.SetRandom(1.5f, 2.2f, true); hit_effect.SetText("BOOM!"); m_instance.m_points_manager.AddPoints(1); break; case TARGET_COLOUR.GREEN: audio_setup.m_audio_clip = m_instance.m_ding_clip; audio_setup.m_offset_time.SetConstant(0); audio_setup.m_volume.SetConstant(1); audio_setup.m_pitch.SetRandom(1.8f, 2.2f, true); hit_effect.SetText("DING!"); m_instance.m_points_manager.AddPoints(2); break; case TARGET_COLOUR.BLUE: audio_setup.m_audio_clip = m_instance.m_ding_clip; audio_setup.m_offset_time.SetConstant(0); audio_setup.m_volume.SetConstant(1); audio_setup.m_pitch.SetRandom(0.8f, 0.9f, true); hit_effect.SetText("DONG!"); m_instance.m_points_manager.AddPoints(3); break; } // hit_effect.PrepareAnimationData(); // Not required, since we've already set the text above, which will automatically prepare the animation data hit_effect.PlayAnimation(); // Progress the object pool index m_instance.m_hit_effect_index = (m_instance.m_hit_effect_index + 1) % EFFECT_POOL_SIZE; }
public AudioEffectSetup AddAudioEffectSetup() { if (m_audio_effects == null) { m_audio_effects = new List <AudioEffectSetup>(); } AudioEffectSetup new_audio_effect = new AudioEffectSetup(); m_audio_effects.Add(new_audio_effect); return(new_audio_effect); }
public void ImportData(JSONObject json_data) { m_action_type = (ACTION_TYPE)(int)json_data["m_action_type"].Number; m_ease_type = (EasingEquation)(int)json_data["m_ease_type"].Number; m_use_gradient_start = json_data["m_use_gradient_start"].Boolean; m_use_gradient_end = json_data["m_use_gradient_end"].Boolean; m_force_same_start_time = json_data["m_force_same_start_time"].Boolean; m_letter_anchor_start = (int)json_data["m_letter_anchor_start"].Number; m_letter_anchor_end = (int)json_data["m_letter_anchor_end"].Number; m_letter_anchor_2_way = json_data["m_letter_anchor_2_way"].Boolean; m_offset_from_last = json_data["m_offset_from_last"].Boolean; m_position_axis_ease_data.ImportData(json_data["m_position_axis_ease_data"].Obj); m_rotation_axis_ease_data.ImportData(json_data["m_rotation_axis_ease_data"].Obj); m_scale_axis_ease_data.ImportData(json_data["m_scale_axis_ease_data"].Obj); if (m_use_gradient_start) m_start_vertex_colour.ImportData(json_data["m_start_vertex_colour"].Obj); else m_start_colour.ImportData(json_data["m_start_colour"].Obj); if (m_use_gradient_end) m_end_vertex_colour.ImportData(json_data["m_end_vertex_colour"].Obj); else m_end_colour.ImportData(json_data["m_end_colour"].Obj); m_start_euler_rotation.ImportData(json_data["m_start_euler_rotation"].Obj); m_end_euler_rotation.ImportData(json_data["m_end_euler_rotation"].Obj); m_start_pos.ImportData(json_data["m_start_pos"].Obj); m_end_pos.ImportData(json_data["m_end_pos"].Obj); m_start_scale.ImportData(json_data["m_start_scale"].Obj); m_end_scale.ImportData(json_data["m_end_scale"].Obj); m_delay_progression.ImportData(json_data["m_delay_progression"].Obj); m_duration_progression.ImportData(json_data["m_duration_progression"].Obj); m_audio_effects = new List<AudioEffectSetup>(); AudioEffectSetup audio_effect; foreach (var audio_data in json_data["AUDIO_EFFECTS_DATA"].Array) { audio_effect = new AudioEffectSetup(); audio_effect.ImportData(audio_data.Obj); m_audio_effects.Add(audio_effect); } m_particle_effects = new List<ParticleEffectSetup>(); ParticleEffectSetup particle_effect; foreach (var particle_data in json_data["PARTICLE_EFFECTS_DATA"].Array) { particle_effect = new ParticleEffectSetup(); particle_effect.ImportData(particle_data.Obj); m_particle_effects.Add(particle_effect); } }
public static int ImportLegacyData(this LetterAction letter_action, List <object> data_list, int index_offset = 0) { KeyValuePair <string, string> value_pair; string key, value; int idx; letter_action.ClearAudioEffectSetups(); letter_action.ClearParticleEffectSetups(); AudioEffectSetup audio_setup = null; ParticleEffectSetup effect_setup = null; for (idx = index_offset; idx < data_list.Count; idx++) { value_pair = (KeyValuePair <string, string>)data_list[idx]; key = value_pair.Key; value = value_pair.Value; if (key.Equals("ACTION_DATA_END")) { // reached end of this Actions import data letter_action.m_colour_transition_active = true; letter_action.m_position_transition_active = true; letter_action.m_local_scale_transition_active = true; letter_action.m_local_rotation_transition_active = true; letter_action.m_global_scale_transition_active = true; letter_action.m_global_rotation_transition_active = true; break; } switch (key) { case "m_action_type": letter_action.m_action_type = (ACTION_TYPE)int.Parse(value); break; case "m_ease_type": letter_action.m_ease_type = (EasingEquation)int.Parse(value); break; case "m_force_same_start_time": letter_action.m_force_same_start_time = bool.Parse(value); break; // Legacy letter anchor import support case "m_letter_anchor": letter_action.m_letter_anchor_start = int.Parse(value); letter_action.m_letter_anchor_2_way = false; break; // New letter anchor import support case "m_letter_anchor_start": letter_action.m_letter_anchor_start = int.Parse(value); break; case "m_letter_anchor_end": letter_action.m_letter_anchor_end = int.Parse(value); break; case "m_letter_anchor_2_way": letter_action.m_letter_anchor_2_way = bool.Parse(value); break; case "m_offset_from_last": letter_action.m_offset_from_last = bool.Parse(value); break; case "m_position_axis_ease_data": letter_action.m_position_axis_ease_data.ImportLegacyData(value); break; case "m_rotation_axis_ease_data": letter_action.m_rotation_axis_ease_data.ImportLegacyData(value); break; case "m_scale_axis_ease_data": letter_action.m_scale_axis_ease_data.ImportLegacyData(value); break; case "m_start_colour": letter_action.m_start_colour.ImportLegacyData(value); break; case "m_end_colour": letter_action.m_end_colour.ImportLegacyData(value); break; case "m_start_euler_rotation": letter_action.m_start_euler_rotation.ImportLegacyData(value); break; case "m_end_euler_rotation": letter_action.m_end_euler_rotation.ImportLegacyData(value); break; case "m_start_pos": letter_action.m_start_pos.ImportLegacyData(value); break; case "m_end_pos": letter_action.m_end_pos.ImportLegacyData(value); break; case "m_start_scale": letter_action.m_start_scale.ImportLegacyData(value); break; case "m_end_scale": letter_action.m_end_scale.ImportLegacyData(value); break; case "m_delay_progression": letter_action.m_delay_progression.ImportLegacyData(value); break; case "m_duration_progression": letter_action.m_duration_progression.ImportLegacyData(value); break; case "m_audio_on_start": if (value.PathToAudioClip() != null) { audio_setup = new AudioEffectSetup() { m_audio_clip = value.PathToAudioClip(), m_play_when = PLAY_ITEM_EVENTS.ON_START, m_effect_assignment = PLAY_ITEM_ASSIGNMENT.PER_LETTER, m_loop_play_once = false }; } break; case "m_audio_on_start_delay": if (audio_setup != null) { audio_setup.m_delay.ImportLegacyData(value); } break; case "m_audio_on_start_offset": if (audio_setup != null) { audio_setup.m_offset_time.ImportLegacyData(value); } break; case "m_audio_on_start_pitch": if (audio_setup != null) { audio_setup.m_pitch.ImportLegacyData(value); } break; case "m_audio_on_start_volume": if (audio_setup != null) { audio_setup.m_volume.ImportLegacyData(value); letter_action.AddAudioEffectSetup(audio_setup); audio_setup = null; } break; case "m_audio_on_finish": if (value.PathToAudioClip() != null) { audio_setup = new AudioEffectSetup() { m_audio_clip = value.PathToAudioClip(), m_play_when = PLAY_ITEM_EVENTS.ON_FINISH, m_effect_assignment = PLAY_ITEM_ASSIGNMENT.PER_LETTER, m_loop_play_once = false }; } break; case "m_audio_on_finish_delay": if (audio_setup != null) { audio_setup.m_delay.ImportLegacyData(value); } break; case "m_audio_on_finish_offset": if (audio_setup != null) { audio_setup.m_offset_time.ImportLegacyData(value); } break; case "m_audio_on_finish_pitch": if (audio_setup != null) { audio_setup.m_pitch.ImportLegacyData(value); } break; case "m_audio_on_finish_volume": if (audio_setup != null) { audio_setup.m_volume.ImportLegacyData(value); letter_action.AddAudioEffectSetup(audio_setup); audio_setup = null; } break; // BACKWARDS COMPATIBILITY PARTICLE IMPORT case "m_emitter_on_start": if (value.PathToParticleEmitter() != null) { effect_setup = new ParticleEffectSetup() { m_legacy_particle_effect = value.PathToParticleEmitter(), m_play_when = PLAY_ITEM_EVENTS.ON_START, m_loop_play_once = false, m_rotation_offset = new ActionVector3Progression(new Vector3(0, 180, 0)), m_rotate_relative_to_letter = true, m_effect_type = PARTICLE_EFFECT_TYPE.LEGACY }; } break; case "m_emitter_on_start_delay": if (effect_setup != null) { effect_setup.m_delay.ImportLegacyData(value); } break; case "m_emitter_on_start_duration": if (effect_setup != null) { effect_setup.m_duration.ImportLegacyData(value); } break; case "m_emitter_on_start_follow_mesh": if (effect_setup != null) { effect_setup.m_follow_mesh = bool.Parse(value); } break; case "m_emitter_on_start_offset": if (effect_setup != null) { effect_setup.m_position_offset.ImportLegacyData(value); } break; case "m_emitter_on_start_per_letter": if (effect_setup != null) { effect_setup.m_effect_assignment = bool.Parse(value) ? PLAY_ITEM_ASSIGNMENT.PER_LETTER : PLAY_ITEM_ASSIGNMENT.CUSTOM; if (effect_setup.m_effect_assignment == PLAY_ITEM_ASSIGNMENT.CUSTOM) { effect_setup.m_effect_assignment_custom_letters = new List <int>() { 0 } } ; letter_action.AddParticleEffectSetup(effect_setup); effect_setup = null; } break; case "m_emitter_on_finish": if (value.PathToParticleEmitter() != null) { effect_setup = new ParticleEffectSetup() { m_legacy_particle_effect = value.PathToParticleEmitter(), m_play_when = PLAY_ITEM_EVENTS.ON_FINISH, m_loop_play_once = false, m_rotation_offset = new ActionVector3Progression(new Vector3(0, 180, 0)), m_rotate_relative_to_letter = true, m_effect_type = PARTICLE_EFFECT_TYPE.LEGACY }; } break; case "m_emitter_on_finish_delay": if (effect_setup != null) { effect_setup.m_delay.ImportLegacyData(value); } break; case "m_emitter_on_finish_duration": if (effect_setup != null) { effect_setup.m_duration.ImportLegacyData(value); } break; case "m_emitter_on_finish_follow_mesh": if (effect_setup != null) { effect_setup.m_follow_mesh = bool.Parse(value); } break; case "m_emitter_on_finish_offset": if (effect_setup != null) { effect_setup.m_position_offset.ImportLegacyData(value); } break; case "m_emitter_on_finish_per_letter": if (effect_setup != null) { effect_setup.m_effect_assignment = bool.Parse(value) ? PLAY_ITEM_ASSIGNMENT.PER_LETTER : PLAY_ITEM_ASSIGNMENT.CUSTOM; if (effect_setup.m_effect_assignment == PLAY_ITEM_ASSIGNMENT.CUSTOM) { effect_setup.m_effect_assignment_custom_letters = new List <int>() { 0 } } ; letter_action.AddParticleEffectSetup(effect_setup); effect_setup = null; } break; } } return(idx); }
public static int ImportLegacyData(this LetterAction letter_action, List<object> data_list, int index_offset = 0) { KeyValuePair<string, string> value_pair; string key, value; int idx; letter_action.ClearAudioEffectSetups(); letter_action.ClearParticleEffectSetups(); AudioEffectSetup audio_setup = null; ParticleEffectSetup effect_setup = null; for (idx = index_offset; idx < data_list.Count; idx++) { value_pair = (KeyValuePair<string, string>)data_list[idx]; key = value_pair.Key; value = value_pair.Value; if (key.Equals("ACTION_DATA_END")) // reached end of this Actions import data break; switch (key) { case "m_action_type": letter_action.m_action_type = (ACTION_TYPE)int.Parse(value); break; case "m_ease_type": letter_action.m_ease_type = (EasingEquation)int.Parse(value); break; case "m_use_gradient_start": letter_action.m_use_gradient_start = bool.Parse(value); break; case "m_use_gradient_end": letter_action.m_use_gradient_end = bool.Parse(value); break; case "m_force_same_start_time": letter_action.m_force_same_start_time = bool.Parse(value); break; // Legacy letter anchor import support case "m_letter_anchor": letter_action.m_letter_anchor_start = int.Parse(value); letter_action.m_letter_anchor_2_way = false; break; // New letter anchor import support case "m_letter_anchor_start": letter_action.m_letter_anchor_start = int.Parse(value); break; case "m_letter_anchor_end": letter_action.m_letter_anchor_end = int.Parse(value); break; case "m_letter_anchor_2_way": letter_action.m_letter_anchor_2_way = bool.Parse(value); break; case "m_offset_from_last": letter_action.m_offset_from_last = bool.Parse(value); break; case "m_position_axis_ease_data": letter_action.m_position_axis_ease_data.ImportLegacyData(value); break; case "m_rotation_axis_ease_data": letter_action.m_rotation_axis_ease_data.ImportLegacyData(value); break; case "m_scale_axis_ease_data": letter_action.m_scale_axis_ease_data.ImportLegacyData(value); break; case "m_start_colour": letter_action.m_start_colour.ImportLegacyData(value); break; case "m_end_colour": letter_action.m_end_colour.ImportLegacyData(value); break; case "m_start_vertex_colour": letter_action.m_start_vertex_colour.ImportLegacyData(value); break; case "m_end_vertex_colour": letter_action.m_end_vertex_colour.ImportLegacyData(value); break; case "m_start_euler_rotation": letter_action.m_start_euler_rotation.ImportLegacyData(value); break; case "m_end_euler_rotation": letter_action.m_end_euler_rotation.ImportLegacyData(value); break; case "m_start_pos": letter_action.m_start_pos.ImportLegacyData(value); break; case "m_end_pos": letter_action.m_end_pos.ImportLegacyData(value); break; case "m_start_scale": letter_action.m_start_scale.ImportLegacyData(value); break; case "m_end_scale": letter_action.m_end_scale.ImportLegacyData(value); break; case "m_delay_progression": letter_action.m_delay_progression.ImportLegacyData(value); break; case "m_duration_progression": letter_action.m_duration_progression.ImportLegacyData(value); break; case "m_audio_on_start": if (value.PathToAudioClip() != null) audio_setup = new AudioEffectSetup { m_audio_clip = value.PathToAudioClip(), m_play_when = PLAY_ITEM_EVENTS.ON_START, m_effect_assignment = PLAY_ITEM_ASSIGNMENT.PER_LETTER, m_loop_play_once = false }; break; case "m_audio_on_start_delay": if (audio_setup != null) audio_setup.m_delay.ImportLegacyData(value); break; case "m_audio_on_start_offset": if (audio_setup != null) audio_setup.m_offset_time.ImportLegacyData(value); break; case "m_audio_on_start_pitch": if (audio_setup != null) audio_setup.m_pitch.ImportLegacyData(value); break; case "m_audio_on_start_volume": if (audio_setup != null) { audio_setup.m_volume.ImportLegacyData(value); letter_action.AddAudioEffectSetup(audio_setup); audio_setup = null; } break; case "m_audio_on_finish": if (value.PathToAudioClip() != null) audio_setup = new AudioEffectSetup { m_audio_clip = value.PathToAudioClip(), m_play_when = PLAY_ITEM_EVENTS.ON_FINISH, m_effect_assignment = PLAY_ITEM_ASSIGNMENT.PER_LETTER, m_loop_play_once = false }; break; case "m_audio_on_finish_delay": if (audio_setup != null) audio_setup.m_delay.ImportLegacyData(value); break; case "m_audio_on_finish_offset": if (audio_setup != null) audio_setup.m_offset_time.ImportLegacyData(value); break; case "m_audio_on_finish_pitch": if (audio_setup != null) audio_setup.m_pitch.ImportLegacyData(value); break; case "m_audio_on_finish_volume": if (audio_setup != null) { audio_setup.m_volume.ImportLegacyData(value); letter_action.AddAudioEffectSetup(audio_setup); audio_setup = null; } break; // BACKWARDS COMPATIBILITY PARTICLE IMPORT case "m_emitter_on_start": if (value.PathToParticleEmitter() != null) effect_setup = new ParticleEffectSetup { m_legacy_particle_effect = value.PathToParticleEmitter(), m_play_when = PLAY_ITEM_EVENTS.ON_START, m_loop_play_once = false, m_rotation_offset = new ActionVector3Progression(new Vector3(0, 180, 0)), m_rotate_relative_to_letter = true, m_effect_type = PARTICLE_EFFECT_TYPE.LEGACY }; break; case "m_emitter_on_start_delay": if (effect_setup != null) effect_setup.m_delay.ImportLegacyData(value); break; case "m_emitter_on_start_duration": if (effect_setup != null) effect_setup.m_duration.ImportLegacyData(value); break; case "m_emitter_on_start_follow_mesh": if (effect_setup != null) effect_setup.m_follow_mesh = bool.Parse(value); break; case "m_emitter_on_start_offset": if (effect_setup != null) effect_setup.m_position_offset.ImportLegacyData(value); break; case "m_emitter_on_start_per_letter": if (effect_setup != null) { effect_setup.m_effect_assignment = bool.Parse(value) ? PLAY_ITEM_ASSIGNMENT.PER_LETTER : PLAY_ITEM_ASSIGNMENT.CUSTOM; if (effect_setup.m_effect_assignment == PLAY_ITEM_ASSIGNMENT.CUSTOM) effect_setup.m_effect_assignment_custom_letters = new List<int> { 0 }; letter_action.AddParticleEffectSetup(effect_setup); effect_setup = null; } break; case "m_emitter_on_finish": if (value.PathToParticleEmitter() != null) effect_setup = new ParticleEffectSetup { m_legacy_particle_effect = value.PathToParticleEmitter(), m_play_when = PLAY_ITEM_EVENTS.ON_FINISH, m_loop_play_once = false, m_rotation_offset = new ActionVector3Progression(new Vector3(0, 180, 0)), m_rotate_relative_to_letter = true, m_effect_type = PARTICLE_EFFECT_TYPE.LEGACY }; break; case "m_emitter_on_finish_delay": if (effect_setup != null) effect_setup.m_delay.ImportLegacyData(value); break; case "m_emitter_on_finish_duration": if (effect_setup != null) effect_setup.m_duration.ImportLegacyData(value); break; case "m_emitter_on_finish_follow_mesh": if (effect_setup != null) effect_setup.m_follow_mesh = bool.Parse(value); break; case "m_emitter_on_finish_offset": if (effect_setup != null) effect_setup.m_position_offset.ImportLegacyData(value); break; case "m_emitter_on_finish_per_letter": if (effect_setup != null) { effect_setup.m_effect_assignment = bool.Parse(value) ? PLAY_ITEM_ASSIGNMENT.PER_LETTER : PLAY_ITEM_ASSIGNMENT.CUSTOM; if (effect_setup.m_effect_assignment == PLAY_ITEM_ASSIGNMENT.CUSTOM) effect_setup.m_effect_assignment_custom_letters = new List<int> { 0 }; letter_action.AddParticleEffectSetup(effect_setup); effect_setup = null; } break; } } return idx; }
public void PlayAudioClip(AudioEffectSetup effect_setup, AnimationProgressionVariables progression_vars, AnimatePerOptions animate_per) { var sound_played = false; AudioSource source = null; if (m_audio_sources != null) { foreach (var a_source in m_audio_sources) if (!a_source.isPlaying) { // audio source free to play a sound source = a_source; sound_played = true; break; } if (!sound_played) source = AddNewAudioChild(); } else source = AddNewAudioChild(); PlayClip(source, effect_setup.m_audio_clip, effect_setup.m_delay.GetValue(progression_vars, animate_per), effect_setup.m_offset_time.GetValue(progression_vars, animate_per), effect_setup.m_volume.GetValue(progression_vars, animate_per), effect_setup.m_pitch.GetValue(progression_vars, animate_per)); }
public void ImportData(JSONObject json_data) { m_action_type = (ACTION_TYPE)(int)json_data["m_action_type"].Number; m_ease_type = (EasingEquation)(int)json_data["m_ease_type"].Number; m_use_gradient_start = json_data["m_use_gradient_start"].Boolean; m_use_gradient_end = json_data["m_use_gradient_end"].Boolean; m_force_same_start_time = json_data["m_force_same_start_time"].Boolean; m_letter_anchor_start = (int)json_data["m_letter_anchor_start"].Number; m_letter_anchor_end = (int)json_data["m_letter_anchor_end"].Number; m_letter_anchor_2_way = json_data["m_letter_anchor_2_way"].Boolean; m_offset_from_last = json_data["m_offset_from_last"].Boolean; m_position_axis_ease_data.ImportData(json_data["m_position_axis_ease_data"].Obj); m_rotation_axis_ease_data.ImportData(json_data["m_rotation_axis_ease_data"].Obj); m_scale_axis_ease_data.ImportData(json_data["m_scale_axis_ease_data"].Obj); if (m_use_gradient_start) { m_start_vertex_colour.ImportData(json_data["m_start_vertex_colour"].Obj); } else { m_start_colour.ImportData(json_data["m_start_colour"].Obj); } if (m_use_gradient_end) { m_end_vertex_colour.ImportData(json_data["m_end_vertex_colour"].Obj); } else { m_end_colour.ImportData(json_data["m_end_colour"].Obj); } m_start_euler_rotation.ImportData(json_data["m_start_euler_rotation"].Obj); m_end_euler_rotation.ImportData(json_data["m_end_euler_rotation"].Obj); m_start_pos.ImportData(json_data["m_start_pos"].Obj); m_end_pos.ImportData(json_data["m_end_pos"].Obj); m_start_scale.ImportData(json_data["m_start_scale"].Obj); m_end_scale.ImportData(json_data["m_end_scale"].Obj); m_delay_progression.ImportData(json_data["m_delay_progression"].Obj); m_duration_progression.ImportData(json_data["m_duration_progression"].Obj); m_audio_effects = new List <AudioEffectSetup>(); AudioEffectSetup audio_effect; foreach (JSONValue audio_data in json_data["AUDIO_EFFECTS_DATA"].Array) { audio_effect = new AudioEffectSetup(); audio_effect.ImportData(audio_data.Obj); m_audio_effects.Add(audio_effect); } m_particle_effects = new List <ParticleEffectSetup>(); ParticleEffectSetup particle_effect; foreach (JSONValue particle_data in json_data["PARTICLE_EFFECTS_DATA"].Array) { particle_effect = new ParticleEffectSetup(); particle_effect.ImportData(particle_data.Obj); m_particle_effects.Add(particle_effect); } }