コード例 #1
0
 private PreMadeAudioRequest(AudioClip[] audioClips, AudioRequisitor requisitor, GameObject assignor, SoundType soundType)
 {
     this.audioClips = audioClips;
     this.requisitor = requisitor;
     this.soundType  = soundType;
     this.assignor   = assignor;
 }
コード例 #2
0
ファイル: GameStart.cs プロジェクト: kkaldas/UGJ-2020-1
    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;
        }
    }
コード例 #3
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 public static PreMadeAudioRequest CreateSTOP_SFXAudioRequest(AudioRequisitor requisitor, GameObject assignor)
 {
     return(new PreMadeAudioRequest(new AudioClip[] { }, requisitor, assignor, SoundType.STOP_SFX));
 }
コード例 #4
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 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));
 }
コード例 #5
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 public static PreMadeAudioRequest CreateSFXSoundRequest(AudioClip audioClips, AudioRequisitor requisitor, GameObject assignor)
 {
     return(new PreMadeAudioRequest(audioClips, requisitor, assignor, SoundType.SFX));
 }
コード例 #6
0
 public static PreMadeAudioRequest CreateBGMOneShotAudioRequest(AudioClip audioClip, AudioRequisitor requisitor, GameObject assignor)
 {
     return(new PreMadeAudioRequest(audioClip, requisitor, assignor, SoundType.BGM_LOOP));
 }