Esempio n. 1
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 // Use this for initialization
 void Awake()
 {
     prevScene = Application.loadedLevel;
     if(_instance!=null)
         Destroy(gameObject);
     else
         _instance = this;
     source = GetComponent<AudioSource>();
     DontDestroyOnLoad(gameObject);
 }
Esempio n. 2
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    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(  );

        }
    }
Esempio n. 3
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    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;
            }
        }
    }
Esempio n. 4
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 public Pause(BGMPlayer player, BGMPlayState prestate)
     : base(player)
 {
     PreState = prestate;
     Player.AudioSource.Pause();
 }
Esempio n. 5
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 public FadeOut(BGMPlayer player)
     : base(player)
 {
     InitVolume = Player.AudioSource.volume;
 }
Esempio n. 6
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 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);
        }
    }
Esempio n. 8
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 public Pause(BGMPlayer bgmPlayer, State preState) : base(bgmPlayer)
 {
     this.preState = preState;
     bgmPlayer.source.Pause();
 }
Esempio n. 9
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 public BGMPlayState(BGMPlayer player)
 {
     Player = player;
 }
Esempio n. 10
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 public Wait( BGMPlayer bgmPlayer )
     : base(bgmPlayer)
 {
 }
Esempio n. 11
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 public State( BGMPlayer bgmPlayer )
 {
     this.bgmPlayer = bgmPlayer;
 }
Esempio n. 12
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 public Playing( BGMPlayer bgmPlayer )
     : base(bgmPlayer)
 {
     if ( bgmPlayer.source.isPlaying == false )
         bgmPlayer.source.Play();
 }
Esempio n. 13
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 public Pause( BGMPlayer bgmPlayer, State preState )
     : base(bgmPlayer)
 {
     this.preState = preState;
     bgmPlayer.source.Pause();
 }
Esempio n. 14
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 public FadeOut( BGMPlayer bgmPlayer )
     : base(bgmPlayer)
 {
     initVolume = bgmPlayer.source.volume;
 }
Esempio n. 15
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 public FadeOut(BGMPlayer bgmPlayer) : base(bgmPlayer)
 {
     initVolume = bgmPlayer.source.volume;
 }
Esempio n. 16
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 public Playing(BGMPlayer player)
     : base(player)
 {
     if (Player.AudioSource.isPlaying == false) {
         Player.AudioSource.volume = 1f;
         Player.AudioSource.Play();
     }
 }
Esempio n. 17
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 public Wait(BGMPlayer player)
     : base(player)
 {
 }
Esempio n. 18
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 public FadeIn( BGMPlayer bgmPlayer )
     : base(bgmPlayer)
 {
     bgmPlayer.source.Play();
     bgmPlayer.source.volume = 0.0f;
 }
Esempio n. 19
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    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);

        }
    }
Esempio n. 20
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    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;
        }
    }