public AKStateGroup(AKGroupCfg cfg) { source = cfg; ID = cfg.id; TriggerList = cfg.triggerList; CurrState = cfg.defaultState; }
public static AKGroupCfg SimAKGroup1() { var co = new AKGroupCfg(); co.id = 11; co.type = AudioGroupType.SwitchGroup; co.name = "Gun_shot_mode_type"; co.states = new List <string>() { "Gun_shot_mode_type_single", "Gun_shot_mode_type_triple" }; co.defaultState = "Gun_shot_mode_type_single"; return(co); }
public static AKGroupCfg SimAKGroup2() { var co = new AKGroupCfg(); co.id = 12; co.type = AudioGroupType.StateGroup; co.name = "Global_camera"; co.states = new List <string>() { "Global_camera_overwater", "Global_camera_underwater" }; co.defaultState = "Global_camera_overwater"; return(co); }
public AKTypesController() { var groupList = AKGroupCfg.Gather(); IEnumerator <AKGroupCfg> enumerator = groupList.GetEnumerator(); AKGroupCfg cfg; while (enumerator.MoveNext()) { cfg = enumerator.Current; if (cfg.type == AudioGroupType.StateGroup) { typeState_ConfigId_Datas.Add(cfg.id, new AKStateGroup(cfg)); } } AKSwitchGroup.CfgFinder = AKGroupCfg.FindById; }
public AKSwitchGroup(AKGroupCfg cfg, UnityEngine.GameObject target) : base(cfg) { BindObject = target; }