public void UpdatePosition(ref SoundSystem.SoundHandle sh, Vector3 position) { if (!IsValid(ref sh)) { GameDebug.LogWarning("Trying to reposition invalid soundhandle"); return; } m_Emitters[sh.emitter_idx].source.transform.position = position; }
void Start() { // TODO (petera) remove if once we get null soundsystem. Headless check needed // for headless clients if (!Game.IsHeadless()) { handle = Game.SoundSystem.Play(sound); } }
public void Stop(SoundSystem.SoundHandle sh, float fadeOutTime = 0.0f) { if (!IsValid(ref sh)) { GameDebug.LogWarning("SoundSystem.Stop(): invalid SoundHandle"); return; } var emitter = m_Emitters[sh.emitter_idx]; if (fadeOutTime == 0.0f) { emitter.fadeToKill.SetValue(0.0f); } else { emitter.fadeToKill.SetValue(1.0f); emitter.fadeToKill.MoveTo(0.0f, fadeOutTime); } }
public void SetVisible(bool isVisible) { var newVal = isVisible ? 1 : 0; if (m_isVisible != -1 && newVal == m_isVisible) { return; } m_isVisible = newVal; if (shellRoot != null) { shellRoot.SetActive(isVisible); } if (trailRoot != null) { if (isVisible) { StartAllEffects(trailRoot); } else { StopAllEffects(trailRoot); } } if (thrustSound && isVisible) { m_ThrustSoundHandle = Game.SoundSystem.Play(thrustSound, gameObject.transform); } else if (m_ThrustSoundHandle.IsValid() && !isVisible) { Game.SoundSystem.Stop(m_ThrustSoundHandle); } var lights = GetComponentsInChildren <Light>(); foreach (var light in lights) { light.enabled = isVisible; } }
public bool IsValid(ref SoundSystem.SoundHandle handle) { return(false); }
public bool IsValid(ref SoundSystem.SoundHandle handle) { return(m_Emitters[handle.emitter_idx] != null && m_Emitters[handle.emitter_idx].seqId == handle.seq); }
public void UpdatePosition(ref SoundSystem.SoundHandle handle, Vector3 position) { }
public void Stop(SoundSystem.SoundHandle sh, float fadeOutTime = 0) { }