static AudioManager() { _gameObject = new GameObject(); _gameObject.name = "AudioManager"; Object.DontDestroyOnLoad(_gameObject); Mixer = Resources.Load <AudioMixer>("Master"); MasterMixerGroup = Mixer.FindMatchingGroups("Master").First(); MusicMixerGroup = Mixer.FindMatchingGroups("Music").First(); EffectsMixerGroup = Mixer.FindMatchingGroups("Effects").First(); AmbienceMixerGroup = Mixer.FindMatchingGroups("Ambiance").First(); InterfaceMixerGroup = Mixer.FindMatchingGroups("Interface").First(); DialogueMixerGroup = Mixer.FindMatchingGroups("Dialogue").First(); AudioMissing = Resources.Load <AudioClip>("audiomissing"); AudioDatabase = Resources.Load <AudioDatabase>("AudioDatabase"); _currentMusicSource = _gameObject.AddComponent <AudioSource>(); _currentMusicSource.loop = true; _currentMusicSource.outputAudioMixerGroup = MusicMixerGroup; _nextMusicSource = _gameObject.AddComponent <AudioSource>(); _nextMusicSource.loop = true; _nextMusicSource.outputAudioMixerGroup = MusicMixerGroup; _crossfader = _gameObject.AddComponent <CrossFader>(); _crossfader.StartCoroutine(CrossfadeMusic()); }
private void Start() { character = FindObjectOfType <CharacterController2D>(); data = FindObjectOfType <CharacterData>(); crossFader = FindObjectOfType <CrossFader>(); gameManager = FindObjectOfType <GameManager>(); soulOrb = FindObjectOfType <SoulOrb>(); }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { RaycastHit hit; Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { GameObject objectHit = hit.transform.gameObject; //Debug.Log("Clicked " + objectHit.name); // Check the behaviour depending on the object clicked // If player clicked a disk after clicking a plate if (lastPlateClicked != null && objectHit.GetComponent<Disk>() != null) { // Equip disk! Disk clickedDisk = objectHit.GetComponent<Disk>(); lastPlateClicked.EquipDisk(clickedDisk); lastPlateClicked = null; } // Player clicked a plate not spinning else if (lastPlateClicked == null && objectHit.GetComponent<Plate>() != null && !objectHit.GetComponent<Plate>().isSpinning) { lastPlateClicked = objectHit.GetComponent<Plate>(); DiskManager.diskManagerRef.ShowDisksInDeck(true); } else if (lastPlateClicked == null && objectHit.GetComponent<CrossFader>() != null) { CrossFader crossFader = objectHit.GetComponent<CrossFader>(); crossFader.Interact(); } else if (lastPlateClicked == null && objectHit.GetComponent<Plate>() != null && objectHit.GetComponent<Plate>().isSpinning) { AudioManager.audioManagerRef.PlayScratch(); } // Player clicked somewhere else else { lastPlateClicked = null; } // Hide the deck if (!lastPlateClicked) { DiskManager.diskManagerRef.ShowDisksInDeck(false); } } } }
private IEnumerator changeModeEnumerator(GameMode mode) { CrossFader.crossFadeCanvasGroup(Main.modes, -1); yield return(new WaitForSeconds(0.81f)); Main.selectetMode = mode; Destroy(Main.selectetModeObject); Main.selectetModeObject = Instantiate(Main.modePrefabs[(int)mode], Main.modes.transform); CrossFader.crossFadeCanvasGroup(Main.modes, 1); }
// Use this for initialization void Start() { Effects = FindObjectOfType <PostProcessingBehaviour>(); Player = FindObjectOfType <Player>(); _audio = GetComponent <AudioSource>(); MusicFader = FindObjectOfType <CrossFader>(); RestoreSuccessText = GameObject.Find("RestoreSuccess").GetComponent <Text>(); RestoreSuccessText.enabled = false; OnNewLevel(); }
public void changeMode(bool numbers) { int i = numbers ? 0 : 1; if (currentMode) { CrossFader.crossFadeCanvasGroup(currentMode, -1); Destroy(currentMode, 1.5f); } currentMode = Instantiate(lockModePrefabs[i], transform); CrossFader.crossFadeCanvasGroup(currentMode, 1); GameController.passwordMode = numbers; }
static AudioManager() { _gameObject = new GameObject(); _gameObject.name = "AudioManager"; Object.DontDestroyOnLoad(_gameObject); LoadResources(); _currentMusicSource = _gameObject.AddComponent <AudioSource>(); _currentMusicSource.loop = true; _currentMusicSource.outputAudioMixerGroup = MusicMixerGroup; _nextMusicSource = _gameObject.AddComponent <AudioSource>(); _nextMusicSource.loop = true; _nextMusicSource.outputAudioMixerGroup = MusicMixerGroup; _crossfader = _gameObject.AddComponent <CrossFader>(); _crossfader.StartCoroutine(CrossfadeMusic()); }
public override void setNextChar(string number) { GameObject nextChar = Instantiate(numberPrefab, transform.GetChild(0)); CrossFader.crossFadeCanvasGroup(nextChar, 1); numbers.Add(nextChar.GetComponent <Number>()); numbers.Last().SetNumber(number); if (numbers.Count >= maxNumber) { string code = ""; foreach (Number num in numbers) { code += num.number; CrossFader.crossFadeCanvasGroup(num.gameObject, -1); Destroy(num.gameObject, 1.0f); } if (!checkPassword(code)) { Debug.LogWarning(code + " No key found."); } numbers.Clear(); } }
private void Awake() { Main = this; }
private void Awake() { crossFader = FindObjectOfType <CrossFader>(); }
protected HighlightedButton() { _crossFader = new CrossFader(this); }
private void Awake() { anyKeyTip = FindObjectOfType <AnyKeyTip>(); crossFader = FindObjectOfType <CrossFader>(); }