public void RecordAudio(PurchasedAudio pAudio) { if (mRecordingPlayer != null) { mRecordingPlayer.networkView.RPC("RecordAction", RPCMode.All, new object[] { "AudioChange", RPCEncoder.Encode(new string[] { mTime.ToString(), pAudio.uAudio.uID }) }); } }
public void ActivateAudio(PurchasedAudio pAudio) { if (!mAudioSource.isPlaying) { mRecorder.RecordAudio(pAudio); mAudioSource.clip = pAudio.uAudio.uClip; mAudioSource.Play(); } ; }
[RPC] public void PurchaseAudio(string pAudioID) { Audio prop = mGame.uAudio[pAudioID]; // Check that there is a prop.uID available bool propAvailable = false; foreach (Prop p in uUnpurchasedAudio) { if (p.uID == prop.uID) { propAvailable = true; break; } } if (!propAvailable) { return; } // Check that we have enough money if (uBudget < prop.uPrice) { return; } // Add the prop to our props, and take away the money PurchasedAudio purchasedProp = new PurchasedAudio(prop); uPurchasedProps.Add(purchasedProp.uID, purchasedProp); uBudget -= prop.uPrice; mSceneManager.PropPurchased(this, purchasedProp); // I don't think we need to sync buying and selling // if (networkView.isMine) { // networkView.RPC ("PurchaseProp", RPCMode.Others, prop.uID); // } }
public void AudioClicked(dfControl control, System.Int32 value) { PurchasedAudio p = uPurchasedAudio[value]; ActivateAudio(p); }