public CriAtomSource ApplySetting(CriAtomSource target) { if (_isSearchById) { target.SetAisacControl(_aisacTargetId, _aisacControlvalue); } else { target.SetAisacControl(_aisacTargetName, _aisacControlvalue); } return(target); }
// Start is called before the first frame update void Start() { source.SetAisacControl(aisacControllerName_B, currentControlValue[0]); source.SetAisacControl(aisacControllerName_C, currentControlValue[1]); source.SetAisacControl(aisacControllerName_D, currentControlValue[2]); //ステージ開始時にBGMを鳴らす //source.Play(); //中間地点からスタートしたとき if (RemainingLife.waypoint) { currentControlValue[0] += 1.0f; if (1.0f < currentControlValue[0]) { currentControlValue[0] = 1.0f; } source.SetAisacControl(aisacControllerName_B, currentControlValue[0]); currentControlValue[1] += 1.0f; if (1.0f < currentControlValue[1]) { currentControlValue[1] = 1.0f; } source.SetAisacControl(aisacControllerName_C, currentControlValue[1]); } }
IEnumerator FadeAisacCoroutine(float targetAisacValue) { // 現在値を反映。これがないと、連続で切り替えた時にAISAC値が飛んでしまう lastAisacValue_ = currentAisacValue_; // FadeTimeプロパティを使ってフェード for (float t = 0; t < AisacFadeTime; t += Time.deltaTime) { currentAisacValue_ = Mathf.Lerp(lastAisacValue_, targetAisacValue, Mathf.Clamp01(t / AisacFadeTime)); atomSource_.SetAisacControl(AisacControlID, currentAisacValue_); yield return(null); } // フェード完了 currentAisacValue_ = lastAisacValue_ = targetAisacValue; atomSource_.SetAisacControl(AisacControlID, targetAisacValue); currentAisacCoroutine_ = null; }
// Start is called before the first frame update void Start() { source.SetAisacControl(aisacControllerName_B, currentControlValue[0]); source.SetAisacControl(aisacControllerName_C, currentControlValue[1]); source.SetAisacControl(aisacControllerName_D, currentControlValue[2]); //ステージ開始時にBGMを鳴らす //source.Play(); }