Inheritance: MonoBehaviour
 // Start is called before the first frame update
 void Start()
 {
     groundColor    = Color.white;
     prevPowerColor = PowerColor.WHITE;
     powerColor     = PowerColor.WHITE;
     greenAudio     = transform.Find("Sounds").Find("Green").gameObject.GetComponent <FadingAudioSource>();
 }
 // Use this for initialization
 void Start()
 {
     _loopingSound = GameObject.Find ("Wormhole Loop Sound").GetComponent<FadingAudioSource>();
     _loopingSound.FadeTime = timeToScaleDown;
     _loopingSound.Play();
     _startTime = Time.time;
 }
 // Use this for initialization
 void Start()
 {
     _loopingSound          = GameObject.Find("Wormhole Loop Sound").GetComponent <FadingAudioSource>();
     _loopingSound.FadeTime = timeToScaleDown;
     _loopingSound.Play();
     _startTime = Time.time;
 }
Exemple #4
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    // Start is called before the first frame update
    void Start()
    {
        var lazers = FindObjectsOfType <GameObject>()
                     .Where(o => o.name.Contains("Lazer"));

        lazerParticles = lazers.Select(l => l.GetComponent <ParticleSystem>()).ToList();
        audioSource    = new FadingAudioSource(GetComponent <AudioSource>());
    }
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 // Use this for initialization
 void Start()
 {
     music       = GameObject.Find("Music Audio Source").GetComponent <FadingAudioSource> ();
     lives_track = gameObject.GetComponent <Lives_Tracker>();
     shopPlaying = false;
     music.Fade(shopMusic, 1f, true);
     currentWaveUnits = new List <Prototype_Nav>();
     //StartCoroutine(StartWave());
 }
        public static bool Play(this AudioSource source, ExtendedAudioClip clip, float fadeIn)
        {
            AudioClip audioClip = clip.clips.GetRandom(null);

            if (audioClip == null)
            {
                Debug.LogWarning("No AudioClip Found");
                return(false);
            }

            source.pitch = (clip.pitchRange.x == clip.pitchRange.y) ? clip.pitchRange.x : UnityEngine.Random.Range(clip.pitchRange.x, clip.pitchRange.y);

            if (clip.is2D)
            {
                source.spatialBlend = 0;
            }
            else
            {
                source.spatialBlend = 1;
                source.rolloffMode  = clip.useLinearRolloff ? AudioRolloffMode.Linear : AudioRolloffMode.Logarithmic;
                source.minDistance  = clip.minMaxDistance.x;
                source.maxDistance  = clip.minMaxDistance.y;

                source.spread       = clip.spread;
                source.dopplerLevel = clip.doppler;
            }

            source.priority  = clip.priority;
            source.panStereo = clip.stereoPan;

            if (clip.oneShot)
            {
                source.loop = false;
                source.PlayOneShot(audioClip, clip.volume);
            }
            else
            {
                source.Stop(0);
                source.volume = clip.volume;
                source.loop   = clip.loop;
                source.clip   = audioClip;
                source.Play();
            }

            if (fadeIn > 0)
            {
                FadingAudioSource.FadeInSource(source, fadeIn);
            }

            return(true);
        }
    /////////////////////////////////////////////
    /// Functions
    /////////////////////////////////////////////


    //initialize variables, and then start the audio for the appropriate environment
    public void Setup(EnvironmentManager.Place place)
    {
        errorClip            = Resources.Load <AudioClip>(MUSIC_PATH + Clips.Error.ToString());
        titleMusic           = Resources.Load <AudioClip>(MUSIC_PATH + Clips.Komiku_Barque_sur_le_Lac.ToString());
        kitchenMusic         = Resources.Load <AudioClip>(MUSIC_PATH + Clips.Doctor_Turtle_It_Looks_Like_the_Future_but_Feels_Like_the_Past.ToString());
        tavernMusic          = Resources.Load <AudioClip>(MUSIC_PATH + Clips.Komiku_Pirates_Libertaires.ToString());
        pauseMusic           = Resources.Load <AudioClip>(MUSIC_PATH + Clips.Komiku_Chill_Out_Theme.ToString());
        backgroundMusic      = new FadingAudioSource(GameObject.Find(AUDIO_ORGANIZER).transform.Find(MUSIC_SPEAKER).GetComponent <AudioSource>(), Clips.Error, MAX_VOLUME, true, false);
        kitchenBackgroundSFX = Resources.Load <AudioClip>(SFX_PATH + Clips.Kitchen_SFX.ToString());
        tavernBackgroundSFX  = Resources.Load <AudioClip>(SFX_PATH + Clips.Tavern_SFX.ToString());
        battleBackgroundSFX  = Resources.Load <AudioClip>(SFX_PATH + Clips.Battlefield_SFX.ToString());
        foley = new FadingAudioSource(GameObject.Find(AUDIO_ORGANIZER).transform.Find(FOLEY_SPEAKER).GetComponent <AudioSource>(), Clips.Error, MAX_VOLUME, true, false);
        PlayPlaceMusic(place);
    }
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    // Use this for initialization
    void Start()
    {
        rigidBody        = GetComponent <Rigidbody>();
        input            = new RocketInput();
        audioSource      = new FadingAudioSource(GetComponent <AudioSource>());
        thrustVector     = new Vector3(0f, 0f, 0f);
        MainThrust       = mainThrust;
        sceneIndex       = SceneManager.GetActiveScene().buildIndex;
        state            = State.Alive;
        DetectCollisions = true;

        SetDebugMode();
        InitializeThrustParticles();
        InitializeSuccessParticles();
    }
    void Awake()
    {
        player          = GameObject.FindGameObjectWithTag("Player").transform;
        playerRigidBody = player.gameObject.GetComponent <Rigidbody> ();
        playerHealth    = player.GetComponent <PlayerHealth> ();
        enemyHealth     = GetComponent <EnemyHealth> ();
        nav             = GetComponent <UnityEngine.AI.NavMeshAgent> ();
        anim            = GetComponent <Animator> ();

        enemyLayer             = LayerMask.NameToLayer("Enemy");
        shootableByEnemyMask   = ~LayerMask.GetMask("Enemy");
        hellephantEtheralLayer = LayerMask.NameToLayer("HellephantEtheral");
        dustCloudRotation      = dustCloud.transform.rotation;

        enemyAttackAudioSource = GetComponent <FadingAudioSource> ();

        TurnNormal();
    }
 public static void Stop(this AudioSource source, float fadeOut)
 {
     // just stops if fade out is <= 0
     FadingAudioSource.FadeOutSource(source, fadeOut);
 }
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 // Use this for initialization
 void Start()
 {
     music = gameObject.GetComponent <FadingAudioSource> ();
     music.Fade(shopMusic, 1f, true);
 }