void Start() { //好用的東東但用不到 會取所有的AudioSource 連帶影響到BGM //SFXSource = FindObjectsOfType(typeof(AudioSource))as AudioSource[]; //抓取全部有以下 Tag的物件 SFXGameObjectGroup1 = GameObject.FindGameObjectsWithTag("Monster"); SFXGameObjectGroup2 = GameObject.FindGameObjectsWithTag("SFXSource");//本來只有一個現在Player跟Canvas getHitEffect = FindObjectOfType <GetHitEffect>(); BGMSource = GetComponent <AudioSource>(); //音量初始 //foreach (AudioSource SFXAudioSource in SFXSource) //{ // SFXAudioSource.volume = CentralData.GetInst().SFXVol; //} //所有有Monster Tag的物件的音量全部設定 foreach (GameObject SFXAudioSource in SFXGameObjectGroup1) { SFXAudioSource.GetComponent <AudioSource>().volume = CentralData.GetInst().SFXVol; } foreach (GameObject SFXAudioSource in SFXGameObjectGroup2) { SFXAudioSource.GetComponent <AudioSource>().volume = CentralData.GetInst().SFXVol; } BGMSource.volume = CentralData.GetInst().BGMVol; BGMSlider.value = CentralData.GetInst().BGMVol; SFXSlider.value = CentralData.GetInst().SFXVol; }
public void SetSFXVol(float v) { //CentralData.GetInst().SFXVol = v; //foreach (AudioSource audioSource in SFXSource) //{ // audioSource.volume = v; //} foreach (GameObject SFXAudioSource in SFXGameObjectGroup1) { SFXAudioSource.GetComponent <AudioSource>().volume = v; } foreach (GameObject SFXAudioSource in SFXGameObjectGroup2) { SFXAudioSource.GetComponent <AudioSource>().volume = v; } }