public void Stop(float fadeOut = 0f)
 {
     DebugLog.Print("Stop all components");
     for (int i = 0; i < _components.Count; i++)
     {
         Fabric.Component component = _components[i];
         component.Stop(stopInstances: true, forceStop: true, ignoreFade: true, 0f);
     }
 }
Exemple #2
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 public override void PlayInternal(ComponentInstance zComponentInstance, float target, float curve, bool dontPlayComponents)
 {
     if (CheckMIDI(zComponentInstance) && _components.Count != 0)
     {
         if (_selectedComponent != null)
         {
             _selectedComponent.Stop();
         }
         base.PlayInternal(zComponentInstance, target, curve, dontPlayComponents: true);
         float num = 0f;
         if (_delayOnFirstPlay)
         {
             num = _delay + UnityEngine.Random.Range(_delayRandomization, _delayMaxRandomization);
             _componentInstance._instance.SetPlayScheduledAdditive(num, 0.0);
         }
         PlayRandomomponent(zComponentInstance);
         if (_looped && _playMode == RandomComponentPlayMode.RandomNoRepeat && _triggerMode == RandomComponentTriggerMode.Retrigger)
         {
             _retriggerTime = 0f;
             _retriggerTime = num;
         }
         _status = ComponentStatus.Playing;
     }
 }