/// <summary> /// Creates a simple transformable sound emitter. /// </summary> /// <param name="soundSystem"></param> /// <param name="soundName"></param> public TestAudio3DEmitter(ISoundSystem soundSystem, string soundName) : base(null) { system = soundSystem; fireSound = system.CreateSound(soundName); fireSound.Parent = this; }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); dd = new DamageSystemBullet(gameObject, 1, 1); ss = new SoundSystemDefault(gameObject, Sounds.GunCollision, 0.5f); rb.AddForce(bulletDirection * bulletSpeed, ForceMode2D.Impulse); }
public DamageSystemBullet(GameObject damagingObject, int damagePoints, float knockbackStrength) { DamagingObject = damagingObject; DamagePoints = damagePoints; KnockbackStrength = knockbackStrength; ssHit = new SoundSystemDefault(damagingObject, Sounds.MonsterHurt, 0.6f); }
// Start is called before the first frame update void Start() { bullet = Resources.Load <GameObject>("Prefabs/Bullet"); cam = Camera.main; character = transform.gameObject.GetComponent <Character>(); ss = new SoundSystemDefault(gameObject, Sounds.GunShot, 0.5f); }
protected void Start() { base.Start(); pushDistance *= transform.localScale.x; //определение точки, из которой начинается поиск объекта rayStart = gameObject.transform.position; pistonRotation = gameObject.transform.rotation.eulerAngles; pistonDirection = Quaternion.Euler(pistonRotation) * Vector2.down; //pushDistance = GetComponent<Collider2D>().bounds.size.y; pistonAnim = GetComponent <Animator>(); pistonLightAnim = transform.Find("LightSource").gameObject.GetComponent <Animator>(); pistonHead = transform.Find("pistonHead"); pistonHeadSize = pistonHead.gameObject.GetComponent <SpriteRenderer>().size; pistonHeadScale = pistonHead.localScale; pistonHeadPos = pistonHead.position; ssPiston = new SoundSystemDefaultLooping(gameObject, Sounds.PistonMovement, 0.6f); /* * Собственно поиск объекта. * При коллизии с объектом, связывает его с поршнем. * Также возврщает true в isConnected. */ isConnected = Physics2D.Raycast(rayStart, pistonDirection, 5f * transform.localScale.x, m); if (isConnected) { //связь объекта с поршнем RaycastHit2D hit = Physics2D.Raycast(rayStart, pistonDirection, 5f, m); pulledObjPos = hit.transform.position; pulledObject = hit.collider.gameObject; } }
private void Start() { iSoundSystem = UIManager.Instance.GetComponent <ISoundSystem>(); interactivityMonitor = GetComponent <InteractivityMonitor>(); interactivityMonitor?.InteractivityChangedEvent.AddListener(SetAudioClip); }
public HealthSystemWithShader(int healthPoints, GameObject healthyObject, float fade) { HealthPoints = healthPoints; HealthyObject = healthyObject; shaderMaterial = healthyObject.GetComponent <SpriteRenderer>().material; Fade = fade; ssDeath = new SoundSystemDefault(healthyObject, Sounds.DeathScore, 0.6f); }
public DamageSystem(GameObject damagingObject, int damagePoints, float knockbackStrength, float damageDelay) { DamagingObject = damagingObject; DamagePoints = damagePoints; KnockbackStrength = knockbackStrength; DamageDelay = damageDelay; ssHit = new SoundSystemDefault(damagingObject, Sounds.DamageHit, 0.6f); }
public SoundTestSystem(IWorld world, ISoundSystem soundSystem, IInputManager inputManager) : base(world, world.EntityFilter(10).With <SoundClipComponent>()) { _keyboard = inputManager.Keyboard; _sound = Map <SoundClipComponent>(); _soundEffects = soundSystem.GetPlayer("SoundEffects"); _music = soundSystem.GetPlayer("Music"); _volume = _soundEffects.GetVolume(); }
/// <summary> /// Ordinary constructor. /// </summary> /// <param name="game">Main game object</param> /// <param name="list">Game sound listener</param> /// <param name="sname">Sound name</param> /// <param name="e">XACT audio engine</param> /// <param name="banks">XACT sound banks</param> /// <param name="waves">XACT wave banks</param> /// <param name="stype">Sound type</param> /// <param name="soundSystem">Current sound system</param> public Sound(ICanyonShooterGame game, SoundListener list, string sname, AudioEngine e, SoundBank banks, WaveBank waves, SoundType stype, ISoundSystem soundSystem) : base(game) { this.soundSystem = soundSystem; engine = e; bank = banks; wave = waves; box = list; name = sname; cue = bank.GetCue(Name); type = stype; }
/// <summary> /// Setup the test environment. /// </summary> /// <param name="game"></param> public void SetUp(ICanyonShooterGame game) { // Create sound system sounds = new SoundSystem(game); // Create the listener listener = new SoundListener(game); // Set global volumes sounds.EffectVolume = 0.8f; // The listener "player" sounds.SoundListener = listener; }
/// <summary> /// Setup the test environment. /// </summary> /// <param name="game"></param> public void SetUp(ICanyonShooterGame game) { // Create sound system sounds = new SoundSystem(game); // Load all sounds sndFire = sounds.CreateSound("MFireLoop"); sndStop = sounds.CreateSound("MFireStop"); sndStart = sounds.CreateSound("MFireStart"); sndAmmo = sounds.CreateSound("ReleaseMines"); sndReload = sounds.CreateSound("Ammo"); // Set global volumes sounds.EffectVolume = 0.8f; }
public bool Create(ISoundSystem AudioSystem) { if (AudioSystem is FMOD_SoundSystem) { m_system = AudioSystem as FMOD_SoundSystem; m_status = StreamStatus.Created; m_sound = null; m_channel = null; Console.WriteLine("[FMOD] SoundStream created"); } else { throw new NotSupportedException("Create SoundSystem"); } return(true); }
public static void Initialize(ISoundSystem soundSystem) { m_instance = soundSystem; }
/// <summary> /// Initializes a new instance of the <see cref="CanyonShooterGame"/> class. /// </summary> public CanyonShooterGame(string[] args) { Args = new Arguments(args); states = new GameStates(this, Components); config = new Config(); graphicsDeviceManager = new GraphicsDeviceManager(this); content = new ContentManager(Services); graphics = new Graphics(this, graphicsDeviceManager); this.Window.Title = " CanyonShooter"; Intercom.Game = this; #region Commandline Parameter Settings: #region Parameter: --setShaderModel if (Args["setShaderModel"] == "2") { graphics.ShaderModel3SupportedOverride = true; } #endregion #region Parameter: --debug if (Args["debug"] == "1") { debugMode = true; } #endregion #region Parameter: --multiThreaded // Physik Intialisierung /*if (Args["multiThreaded"] != null) * { * if(Args["multiThreaded"] == "1") * physics = new Physics(this, true); * else * { * physics = new Physics(this, false); * Components.Add(physics); * } * } * else*/// automatically set threading-mode { /*if (Environment.ProcessorCount > 1) * { * physics = new Physics(this, true); * } * else*/ { physics = new Physics(this, false); Components.Add(physics); } } #endregion #region Parameter: --testAudio // Test Audio Framework ******************************* if (Args["testAudio"] == "1") { TestAudioPlayback test1 = new TestAudioPlayback(); test1.SetUp(this); test1.TestMinigunPlayback(); test1.TearDown(); TestAudio3D test2 = new TestAudio3D(); test2.SetUp(this); test2.TestPlayback3D(); test2.TearDown(); } #endregion #endregion // Create sound system by M.Rodriguez sounds = new SoundSystem(this); // Set global volumes by M.Rodriguez sounds.EffectVolume = 1.0f; sounds.MusicVolume = 0.3f; // Initialisieren der einzelnen Komponenten: input = new Input(this); renderer = new Renderer(this, Components); effects = new EffectFactory(this); highscores = new Highscores(this); GraphicalConsole.GetSingleton(this).RegisterObjectProperty(graphics, "Graphics", "Fullscreen"); GraphicalConsole.GetSingleton(this).RegisterObjectProperty(renderer, "Renderer", "DrawCollisionShapes"); GraphicalConsole.GetSingleton(this).RegisterObjectFunction(Args, "Args", "ListParameters"); if (Args["enable3DMouse"] == "1") { hasSpaceMouse = true; device = new TDxInput.Device(); } states.SetStateStart(); // states.SetStateDebugMode(); }
private void Start() { m_soundSystem = GetSoundSystem(); }
public PlayerStepMakesSoundRule(ISystemContainer systemContainer) { _soundSystem = systemContainer.SoundSystem; _prototypeSystem = systemContainer.PrototypeSystem; }
public virtual void Start(Size size, ISoundSystem system) { m_size = size; m_soundSystem = system; }
// Start is called before the first frame update void Start() { ssLevelComplete = new SoundSystemDefault(gameObject, Sounds.VictoryScore, 0.5f); }
/* * Состояние этого элемента изменяемо игроком посредством коллизии, * передает свое состояние в другие элементы */ protected override void Start() { base.Start(); ssInput = new SoundSystemDefault(gameObject, Sounds.InputChange, 0.6f); }
public bool Create(ISoundSystem AudioSystem) { Console.WriteLine("[Dummy] Stream is created: "); return(true); }
// Start is called before the first frame update void Start() { scoreBoard = GetComponent <Text>(); ss = new SoundSystemDefault(gameObject, Sounds.VictoryScore, 0.5f); }
public MissMakesSoundRule(ISystemContainer systemContainer) { _soundSystem = systemContainer.SoundSystem; _prototypeSystem = systemContainer.PrototypeSystem; }
public virtual void Start() { iSoundSystem = UIManager.Instance.ISoundSystem; }
public void Start() { ssAmbient = new SoundSystemAmbient(gameObject, 0.1f); }
public static void Init() { Game.Clock = new DOM_Clock(); //Game.Clock.Start(); //I must be script#'ing wrong. This won't fire here. InputManager.Input.Init(); // Set up the local player Player LocalPlayer = new Player(); //Surface.Initialize(new DOM_Renderer()); //Surface.Initialize(new Canvas_Renderer()); Game.Renderer = new Canvas_Renderer(); SoundSystem = new HTML5_Audio(); //set up the primary view // Remember to initialize the renderer first! View playerOneView = new View(LightingStyle.Tiles); playerOneView.SetArea(new Rectangle(0, 0, Renderer.GetSize().width, Renderer.GetSize().height)); //notificationLayer = new GuiLayer(playerOneView, new Rectangle(0, 0, 0, 0)); notificationLayer = playerOneView.AddLayer("NotificationLayer", new Rectangle(0, 0, 0, 0)); notificationLayer.SetSize(522, 60); //notificationLayer.Hide(); //create two gui elements on the layer: //an image on the left GuiElement notifIcon = notificationLayer.AddGUIElement(""); notifIcon.AddStyle("notifIcon"); notifIcon.SetPosition(12, 0); //and sender on the right GuiElement notifSender = notificationLayer.AddGUIElement(""); notifSender.SetPosition(58, 0); notifSender.SetSize(474, 12); //and the sender's handle, if applicable GuiElement notifSenderHandle = notificationLayer.AddGUIElement(""); notifSenderHandle.SetPosition(80, 0); notifSenderHandle.SetSize(474, 12); notifSenderHandle.AddStyle("tweetName"); //and the text on the right GuiElement notifText = notificationLayer.AddGUIElement(""); notifText.SetPosition(58, 18); notifText.SetSize(474, 40); notificationLayer.Hide(); //clockRenderguy = Game.Clock.AddRender(Game.Renderer.RenderUpdate); //clockRenderguy = Game.Clock.AddRender(Game.Renderer.Render); //reposition the notification layer after a few seconds string notif_repos = Clock.AddRender(reposition_notification_layeer); Clock.delayRender(notif_repos, 2); Clock.AddCalculation(StandardCalculations); Clock.IntervalExecute(Game.StandardIntervalCalculations, .2); Game.Paused = false; }
private void Setup() { IConnected = GetComponent <IConnected>(); ISoundSystem = GetComponent <ISoundSystem>(); }