// Use this for initialization void Awake() { prevScene = Application.loadedLevel; if(_instance!=null) Destroy(gameObject); else _instance = this; source = GetComponent<AudioSource>(); DontDestroyOnLoad(gameObject); }
public void playBGM( string bgmName ) { // play new BGM if ( audioClips.ContainsKey( bgmName ) == false ) { // null BGM gameBGMPlayer = new BGMPlayer(); } else { gameBGMPlayer = new BGMPlayer( audioClips[ bgmName ].resourceName ); gameBGMPlayer.playBGM( ); } }
public void showBGM() { AudioClipInfo.AudioType type = AudioClipInfo.AudioType.SE; // Play if (GUI.Button(new Rect(20, 20, 60, 45), "Play") == true) { if (player == null) { player = new BGMPlayer(new AudioClipInfo(type,audioClipName, audioClipName, GameController.SystemConfigure.BGMVolume)); player.playBGM(fadeInTime); } else player.playBGM(); } // Pause if (GUI.Button(new Rect(80, 20, 60, 45), "Pause") == true) { if (player != null) player.pauseBGM(); } // Stop if (GUI.Button(new Rect(140, 20, 60, 45), "Stop") == true) { if (player != null) player.stopBGM(fadeOutTime); } // Delete if (GUI.Button(new Rect(200, 20, 60, 45), "Delete") == true) { if (player != null) { player.destory(); player = null; } } }
public Pause(BGMPlayer player, BGMPlayState prestate) : base(player) { PreState = prestate; Player.AudioSource.Pause(); }
public FadeOut(BGMPlayer player) : base(player) { InitVolume = Player.AudioSource.volume; }
public FadeIn(BGMPlayer player) : base(player) { Player.AudioSource.Play(); Player.AudioSource.volume = 0f; }
void Awake() { if (m_Instance == null) { m_Instance = this; DontDestroyOnLoad(gameObject); //Get music toggle if (!PlayerPrefs.HasKey(ConstantData.MusicVolumnKey)) ConstantData.Music = true; else ConstantData.Music = PlayerPrefs.GetInt(ConstantData.MusicVolumnKey) == 1; //Get sound toggggggggggggggggggggggggle if (!PlayerPrefs.HasKey(ConstantData.SoundVolumnKey)) ConstantData.Sound = false; else ConstantData.Sound = PlayerPrefs.GetInt(ConstantData.SoundVolumnKey) == 1; m_OneShotSource = GetComponent<AudioSource>(); m_LoopSource = SupportTools.AddChild<AudioSource>(gameObject); m_LoopSource.loop = true; m_LoopSource.playOnAwake = false; m_LoopSource.name = "Loop source"; m_ClipsPool = new System.Collections.Generic.Dictionary<string, AudioClip>(m_ClipsPoolCount); m_BGMPlayer = new BGMPlayer(gameObject); } else { Destroy(gameObject); } }
public Pause(BGMPlayer bgmPlayer, State preState) : base(bgmPlayer) { this.preState = preState; bgmPlayer.source.Pause(); }
public BGMPlayState(BGMPlayer player) { Player = player; }
public Wait( BGMPlayer bgmPlayer ) : base(bgmPlayer) { }
public State( BGMPlayer bgmPlayer ) { this.bgmPlayer = bgmPlayer; }
public Playing( BGMPlayer bgmPlayer ) : base(bgmPlayer) { if ( bgmPlayer.source.isPlaying == false ) bgmPlayer.source.Play(); }
public Pause( BGMPlayer bgmPlayer, State preState ) : base(bgmPlayer) { this.preState = preState; bgmPlayer.source.Pause(); }
public FadeOut( BGMPlayer bgmPlayer ) : base(bgmPlayer) { initVolume = bgmPlayer.source.volume; }
public FadeOut(BGMPlayer bgmPlayer) : base(bgmPlayer) { initVolume = bgmPlayer.source.volume; }
public Playing(BGMPlayer player) : base(player) { if (Player.AudioSource.isPlaying == false) { Player.AudioSource.volume = 1f; Player.AudioSource.Play(); } }
public Wait(BGMPlayer player) : base(player) { }
public FadeIn( BGMPlayer bgmPlayer ) : base(bgmPlayer) { bgmPlayer.source.Play(); bgmPlayer.source.volume = 0.0f; }
public void playBGM(string systemBGMname, float fadetime) { BGMHistory.AddLast(systemBGMname); if (BGMHistory.Count > 64) BGMHistory.RemoveFirst(); if (FadeOutBGM != null) FadeOutBGM.destory(); if (CurrentBGM != null) { CurrentBGM.stopBGM(fadetime); FadeOutBGM = CurrentBGM; } if (BGMClips.ContainsKey(systemBGMname) == false) { CurrentBGM = new BGMPlayer(); } else { CurrentBGM = new BGMPlayer(BGMClips[systemBGMname]); CurrentBGM.playBGM(fadetime); } }
void ChangeState(State state) { switch (state) { case State.WAITING_USER_INPUT: for (int i = attackUp.Count - 1; i >= 0; i--) { attackUp[i].turnNum--; if (attackUp[i].turnNum <= 0) { attackUp.Remove(attackUp[i]); } } for (int i = damagedUp.Count - 1; i >= 0; i--) { damagedUp[i].turnNum--; if (damagedUp[i].turnNum <= 0) { damagedUp.Remove(damagedUp[i]); } } this.state = State.WAITING_USER_INPUT; break; case State.PLAYER_ATTACK: playerAttackRemaining.Restart(PLAYER_ATTACK_TIME); for (int i = 0; i < attackPower.Length; i++) { attackPower[i] = 0f; } this.state = State.PLAYER_ATTACK; break; case State.WAITING_ALL_PLAYER_ATTACKS_END: playerAttackEffectRemainingTime = 1f; this.state = State.WAITING_ALL_PLAYER_ATTACKS_END; break; case State.ENEMY_DAMAGING: enemyDamagingRemainingTime = 3f; float one = 0.15f; float space = 0.05f; int select = Random.Range(0, 6); if (select == 0) { tryangleAttackTiming = enemyDamagingRemainingTime - Random.Range(0f, one); circleAttackTiming = enemyDamagingRemainingTime - Random.Range(one + space, one * 2 + space); crossAttackTiming = enemyDamagingRemainingTime - Random.Range(one * 2 + space * 2, one * 3 + space * 2); } if (select == 1) { tryangleAttackTiming = enemyDamagingRemainingTime - Random.Range(0f, one); crossAttackTiming = enemyDamagingRemainingTime - Random.Range(one + space, one * 2 + space); circleAttackTiming = enemyDamagingRemainingTime - Random.Range(one * 2 + space * 2, one * 3 + space * 2); } if (select == 2) { crossAttackTiming = enemyDamagingRemainingTime - Random.Range(0f, one); tryangleAttackTiming = enemyDamagingRemainingTime - Random.Range(one + space, one * 2 + space); circleAttackTiming = enemyDamagingRemainingTime - Random.Range(one * 2 + space * 2, one * 3 + space * 2); } if (select == 3) { crossAttackTiming = enemyDamagingRemainingTime - Random.Range(0f, one); circleAttackTiming = enemyDamagingRemainingTime - Random.Range(one + space, one * 2 + space); tryangleAttackTiming = enemyDamagingRemainingTime - Random.Range(one * 2 + space * 2, one * 3 + space * 2); } if (select == 4) { circleAttackTiming = enemyDamagingRemainingTime - Random.Range(0f, one); tryangleAttackTiming = enemyDamagingRemainingTime - Random.Range(one + space, one * 2 + space); crossAttackTiming = enemyDamagingRemainingTime - Random.Range(one * 2 + space * 2, one * 3 + space * 2); } if (select == 5) { circleAttackTiming = enemyDamagingRemainingTime - Random.Range(0f, one); crossAttackTiming = enemyDamagingRemainingTime - Random.Range(one + space, one * 2 + space); tryangleAttackTiming = enemyDamagingRemainingTime - Random.Range(one * 2 + space * 2, one * 3 + space * 2); } tryangleAttackStartEffected = false; circleAttackStartEffected = false; crossAttackStartEffected = false; enemyDamagedTryangle = false; enemyDamagedCircle = false; enemyDamagedCross = false; this.state = State.ENEMY_DAMAGING; break; case State.ENEMY_ATTACK: enemyAttacked = false; enemyAttackRemainingTime = 3.5f; enemyManager.AttackEffect(); this.state = State.ENEMY_ATTACK; break; case State.NEXT_WAVE: nextWaveRemainingTime = 2f; enemyManager.transform.localPosition = new Vector3(0f, 1200f, 0f); this.state = State.NEXT_WAVE; wave++; if (wave < CurrentStageData.Data.enemyList.Count) { foreach (var enemy in CurrentStageData.Data.enemyList[wave].List) { enemyManager.SpawnEnemy(enemy); } if (wave == CurrentStageData.Data.enemyList.Count - 1) { BGMPlayer.Play(BGM.Name.BOSS); } } else { ChangeState(State.CLEAR); } break; case State.CLEAR: BGMPlayer.Play(BGM.Name.CLEAR); SceneManager.LoadScene("ResultSuccess", LoadSceneMode.Additive); this.state = State.CLEAR; break; case State.GAME_OVER: BGMPlayer.Play(BGM.Name.GAME_OVER); SceneManager.LoadScene("ResultFaild", LoadSceneMode.Additive); this.state = State.GAME_OVER; break; } }