public static void PlayMusic(string musicName, bool loop = true, float fadeInTime = 0f) { if (!MgrData.GetBool(MgrData.appSettingsName, "XLAF.music", true)) { return; } if (musicName.IndexOf(".") < 0) { XLAFInnerLog.Warning("You must use musicName's extension, for example \"click.mp3\""); return; } AudioClip clip = Resources.Load <AudioClip> (_GetAudioSource(musicName.Split(new char[] { '.' }) [0])); musicSource.loop = loop; musicSource.clip = clip; musicSource.Play(); if (fadeInTime <= 0f) { musicSource.volume = maxMusicVolume; } else { _FadeInOutVolume(musicSource, fadeInTime, 0, maxMusicVolume); } }
/// <summary> /// Plaies the sound. /// </summary> /// <param name="soundName">Sound name. (with ext e.g. click.mp3)</param> /// <param name="valume">Valume.</param> public static void PlaySound(string soundName, float valume) { if (!MgrData.GetBool(MgrData.appSettingsName, "XLAF.sound", true)) { return; } if (soundName.IndexOf(".") < 0) { XLAFInnerLog.Warning("You must use soundName's extension, for example \"click.mp3\""); return; } #if UNITY_ANDROID && !UNITY_EDITOR int soundId = 0; if (androidSoundIds.TryGetValue(soundName, out soundId)) { audioCenter.Call("PlaySound", soundId, valume); } #else AudioClip clip = Resources.Load <AudioClip> (_GetAudioSource(soundName.Split(new char[] { '.' }) [0])); if (clip != null) { soundSource.volume = valume; soundSource.PlayOneShot(clip); } #endif }
static Log() { debug_file = ModUtils.documentsDirectory + "/debug.log"; error_file = ModUtils.documentsDirectory + "/error.log"; int level = MgrData.GetInt(MgrData.sysSettingsName, "XLAF.debug", 0); SetDebugLevel(level); }
/// <summary> /// Sets the debug level.<para></para> /// e.g. <para></para> /// set 0xF to enable all log;<para></para> /// set 0x0 to close all log; <para></para> /// set 0xE means Error closed and others opened. /// </summary> /// <param name="level">Level, after convert to binary, each byte means isWarnOn,isInfoOn,isDebugOn,isErrorOn</param> public static void SetDebugLevel(int level) { MgrData.Set(MgrData.sysSettingsName, "XLAF.debug", level); _isErrorOn = _GetByteInfo(level, 0) == 1; _isDebugOn = _GetByteInfo(level, 1) == 1; _isInfoOn = _GetByteInfo(level, 2) == 1; _isWarnOn = _GetByteInfo(level, 3) == 1; }
/// <summary> /// Switchs the language.<para></para> /// this will call <code>Scenes or Popup 's UpdateLanguage()</code> /// </summary> /// <param name="lang">Language json filename (without extension) in Resources/Lang/ or xxxx.assetBundle 's Lang folder. </param> public static void SwitchLanguage(string lang) { currentLanguage = lang; MgrData.Set(MgrData.appSettingsName, "XLAF.language", lang); Load(); foreach (KeyValuePair <string, SceneObject> kv in MgrScene.GetAllScenes()) { kv.Value.script.UpdateLanguage(); } foreach (KeyValuePair <string, SceneObject> kv in MgrPopup.GetAllPopups()) { kv.Value.script.UpdateLanguage(); } }
public static void SwitchSound(bool isSoundOn) { MgrData.Set(MgrData.appSettingsName, "XLAF.sound", isSoundOn); }
public static void SwitchMusic(bool isMusicOn) { MgrData.Set(MgrData.appSettingsName, "XLAF.music", isMusicOn); }
static MgrMultiLanguage() { currentLanguage = MgrData.GetString(MgrData.appSettingsName, "XLAF.language", DEFAULT_LANGUAGE); XLAFInnerLog.Debug("currentLanguage", currentLanguage); Load(); }