public bool Enter(GameObject actor) { if (m_Audio != null && m_Audio.EventInstance.hasHandle()) { m_Audio.SetParameter(m_Parameter, 1f); } return(true); }
public void BeginMenu() { if (m_State == GameState.Menu) { return; } m_State = GameState.Menu; if (m_Music != null && m_Music.EventInstance.hasHandle()) { m_Music.SetParameter("Room Switch", 0f); } }
void Start() { if (WindLoop != null) { WindLoop.enabled = true; } DontDestroyOnLoad(gameObject); if (musicEvent != null) { musicEvent.SetParameter("StartGame", 1.0f); } }
void Update() { // check for Y kill if (!IsDead && transform.position.y < KillHeight) { m_Health.Kill(); } HasJumpedThisFrame = false; bool wasGrounded = IsGrounded; GroundCheck(); // landing if (IsGrounded && !wasGrounded) { // Fall damage float fallSpeed = -Mathf.Min(CharacterVelocity.y, m_LatestImpactSpeed.y); float fallSpeedRatio = (fallSpeed - MinSpeedForFallDamage) / (MaxSpeedForFallDamage - MinSpeedForFallDamage); if (RecievesFallDamage && fallSpeedRatio > 0f) { float dmgFromFall = Mathf.Lerp(FallDamageAtMinSpeed, FallDamageAtMaxSpeed, fallSpeedRatio); damageFromFall = true; m_Health.TakeDamage(dmgFromFall, null); // fall damage SFX FMODUnity.RuntimeManager.PlayOneShotAttached(FallDamageSfx, gameObject); } else { // land SFX FMODUnity.RuntimeManager.PlayOneShotAttached(LandSfx, gameObject); } } // crouching if (m_InputHandler.GetCrouchInputDown()) { SetCrouchingState(!IsCrouching, false); } UpdateCharacterHeight(false); HandleCharacterMovement(); lowHealth.SetParameter("Health", m_Health.CurrentHealth / m_Health.MaxHealth); }
/// <summary> /// Applies all the parameters of this trigger to the parameters of the specified event emitter. /// </summary> public override void Trigger() { foreach (KeyValuePair <string, string> paramsKvp in parameters) { float param; if (float.TryParse(paramsKvp.Value, out param)) { targetEmitter.SetParameter(paramsKvp.Key, param); } else { Debug.Log("Unable to cast the parameter \"" + paramsKvp.Key + "\" of the trigger \"" + gameObject.name + "\" into a float. The value of the parameter is" + " \"" + paramsKvp.Value + "\""); } } base.Trigger(); }
// Update is called once per frame void Update() { if (GameStateMachine.Instance.CurrentState == GameState.MENU || GameStateMachine.Instance.CurrentState == GameState.BADWIN || GameStateMachine.Instance.CurrentState == GameState.GOODWIN) { fireSprite.SetActive(false); } if (Resources.Instance.FuelAmount > 0) { fireSprite.SetActive(true); } else { fireSprite.SetActive(false); } fireCrackling_emitter.SetParameter("fuelLevel", Resources.Instance.FuelAmount); }
private void Update() { var velocityMagnitude = rigidbod2D.velocity.magnitude; helicopterSound.SetParameter("velocity", velocityMagnitude); }
/// <summary> /// Changes parameter values for the FMODUnity.StudioEventEmitter-object that is passed into the function. /// <para></para> /// This will only work for events that are currently playing, ie. you cannot set this before playing a OneShot. Use <see cref="FMODUnity.RuntimeManager.CreateInstance(string)"/> for that instead. /// </summary> public static void SetParameter(FMODUnity.StudioEventEmitter eventEmitter, string parameterName, float parameterValue) { eventEmitter.SetParameter(parameterName, parameterValue); }