private PreMadeAudioRequest(AudioClip[] audioClips, AudioRequisitor requisitor, GameObject assignor, SoundType soundType) { this.audioClips = audioClips; this.requisitor = requisitor; this.soundType = soundType; this.assignor = assignor; }
public GameStart ( BattleStatesFactory firstToPlayStatesFactory, BattleStatesFactory playerStatesFactory, BattleStatesFactory enemyStatesFactory, AudioRequisitor audioRequisitor, Image battleIconImage ) { currentBattleStatesFactory = firstToPlayStatesFactory; playerBattleStatesFactory = playerStatesFactory; enemyBattleStatesFactory = enemyStatesFactory; if (bgm != null) { audioRequisitor.RequestBGMAndLoop(bgm); bgm = null; } // Just in case TimeFacade.RestoreTimeInNextFrameIfAllPopUpsAreClosed(); if (CurrentBattleInfo.BattleIcon != null) { battleIconImage.sprite = CurrentBattleInfo.BattleIcon; } }
public static PreMadeAudioRequest CreateSTOP_SFXAudioRequest(AudioRequisitor requisitor, GameObject assignor) { return(new PreMadeAudioRequest(new AudioClip[] { }, requisitor, assignor, SoundType.STOP_SFX)); }
public static PreMadeAudioRequest CreateSFX_AND_STOP_BGMAudioRequest(AudioClip audioClip, AudioRequisitor requisitor, GameObject assignor) { return(new PreMadeAudioRequest(audioClip, requisitor, assignor, SoundType.SFX_AND_STOP_BGM_AND_SET_BGMCLIP_TO_NULL)); }
public static PreMadeAudioRequest CreateSFXSoundRequest(AudioClip audioClips, AudioRequisitor requisitor, GameObject assignor) { return(new PreMadeAudioRequest(audioClips, requisitor, assignor, SoundType.SFX)); }
public static PreMadeAudioRequest CreateBGMOneShotAudioRequest(AudioClip audioClip, AudioRequisitor requisitor, GameObject assignor) { return(new PreMadeAudioRequest(audioClip, requisitor, assignor, SoundType.BGM_LOOP)); }