private IEnumerator playRandomSounds(Soundscape soundscape) { while (true) { float nextInterval = RandUtil.Float(soundscape.MinSoundInterval, soundscape.MaxSoundInterval); yield return(new WaitForSeconds(nextInterval)); createRandomSound(soundscape); } }
public void BeginDream(Dream dream) { _forcedSpawnID = null; _canTransition = true; // start a timer to end the dream float secondsInDream = RandUtil.Float(MIN_SECONDS_IN_DREAM, MAX_SECONDS_IN_DREAM); _endDreamTimer = Coroutines.Instance.StartCoroutine(EndDreamAfterSeconds(secondsInDream)); ToriiFader.Instance.FadeIn(Color.black, 3, () => Coroutines.Instance.StartCoroutine(LoadDream(dream))); CurrentSequence = new DreamSequence(); CurrentSequence.Visited.Add(dream); }
public IEnumerator RollForGreyman() { _hasSpawnedGreyman = false; while (true) { if (RandUtil.OneIn(CHANCE_FOR_GREYMAN) && !_hasSpawnedGreyman) { Spawn(); _hasSpawnedGreyman = true; } yield return(new WaitForSeconds(RandUtil.Float(MIN_WAIT_BETWEEN_SPAWN_CHANCES_SECONDS, MAX_WAIT_BETWEEN_SPAWN_CHANCES_SECONDS))); } // ReSharper disable once IteratorNeverReturns }
private IEnumerator RollForGreyman() { while (true) { if (DreamDirector.CanSpawnGreyman) { int chance = RandUtil.Int(GameSettings.CHANCE_FOR_GREYMAN); Debug.Log(chance); if (chance == 0) { SpawnGreyman(); } } yield return(new WaitForSeconds(RandUtil.Float(_minWaitTime, _maxWaitTime))); } }
private void createRandomSound(Soundscape soundscape) { var randomSound = RandUtil.RandomListElement(soundscape.Sounds); var source = createSourceObject(); source.clip = randomSound.Sound; source.spatialBlend = 1; source.loop = false; source.outputAudioMixerGroup = _mixerGroup; source.rolloffMode = AudioRolloffMode.Linear; var angle = RandUtil.Float(randomSound.MinAngle, randomSound.MaxAngle); var distance = RandUtil.Float(randomSound.MinDistance, randomSound.MaxDistance); Transform baseTransform = Centre == null ? transform : Centre.transform; Vector3 soundPos = baseTransform.position + (Quaternion.AngleAxis(angle, Vector3.up) * baseTransform.forward * distance); source.transform.position = soundPos; StartCoroutine(playSoundThenDestroy(source)); }