//SEを再生 public static void PlaySE(SE_NAME seEnum, GameObject obj) { SEs se = seDictionary[seEnum]; AudioSource audio; audio = isComponent(obj); audio.loop = false; audio.clip = se.se; audio.volume = nowVolume * se.volume; audio.Play(); }
//SEを再生 public static void PlaySE(SE_NAME seEnum) { SEs se = seDictionary[seEnum]; AudioSource audio = myObj.GetComponent <AudioSource>(); audio.loop = false; audio.clip = se.se; audio.volume = nowVolume * se.volume; audio.Play(); }
/// <summary> /// SEの再生、どのSEを使うか選択して! /// </summary> /// <param name="seType"></param> public static void SePlay(SE_NAME seType) { //被って流せる音は最大10つまで //再生中でないオーディオを探す foreach (AudioSource se in SE_Manager_.seArr) { if (!se.isPlaying) { se.PlayOneShot(SE_Manager_.seDataList[(int)seType].audio); break; } } }
//SEを再生 public static void PlaySE(SE_NAME seEnum, GameObject obj) { SEs se = seDictionary[seEnum]; AudioSource audio; audio = isComponent(obj); audio.loop = false; audio.clip = se.se; audio.volume = nowVolume*se.volume; audio.Play(); }
//SEを再生 public static void PlaySE(SE_NAME seEnum) { SEs se = seDictionary[seEnum]; AudioSource audio = myObj.GetComponent<AudioSource>(); audio.loop = false; audio.clip = se.se; audio.volume = nowVolume*se.volume; audio.Play(); }