//音效滑动条 public void SetSoundEffectsslider() { float value = ClientGlobal.Instance().gameOption.GetInt("Sound", "SoundEffectsslider", 0) / 100.0f; Engine.IAudio au = Engine.RareEngine.Instance().GetAudio(); au.SetEffectVolume(value); }
public void PlayCreateAudio(uint audioID) { Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio != null) { audio.StopEffect(m_uAudioID); } if (audioID == 0) { return; } table.ResourceDataBase resDB = GameTableManager.Instance.GetTableItem <table.ResourceDataBase>(audioID); if (audio != null && resDB != null) { if (MainPlayerHelper.GetMainPlayer() != null) { if (MainPlayerHelper.GetMainPlayer().GetNode() != null) { if (MainPlayerHelper.GetMainPlayer().GetTransForm() != null) { m_uAudioID = audio.PlayEffect(MainPlayerHelper.GetMainPlayer().GetNode().GetTransForm().gameObject, resDB.strPath, false, true); } } } } }
public void SetCheckSound() { bool value = ClientGlobal.Instance().gameOption.GetInt("Sound", "CheckSound", 1) == 1; Engine.IAudio au = Engine.RareEngine.Instance().GetAudio(); au.Mute(value); cancelSound = value; }
void PlayAudio(GameObject go, string path) { Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio == null) { return; } audio.PlayEffect(go, path); }
// //音效开关 // public void SetCheckSoundEffects() // { // int value = ClientGlobal.Instance().gameOption.GetInt("Sound", "CheckSoundEffects", 1); // } // //技能声音开关 // public void SetCheckVoice() // { // int value = ClientGlobal.Instance().gameOption.GetInt("Sound", "CheckVoice", 1); // } //音量滑动条 public void Setsoundslider() { if (!cancelSound) { float value = ClientGlobal.Instance().gameOption.GetInt("Sound", "soundslider", 0) / 100.0f; Engine.IAudio au = Engine.RareEngine.Instance().GetAudio(); au.SetMusicVolume(value); } }
public void ReqPlaySound(string snd_name) { Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio != null) { audio.StopMusic(); } //Camera.main audio.PlayEffect(Camera.main.gameObject, snd_name); }
void PlayAudio(GameObject go, string path) { Profiler.BeginSample("PlayAudio"); Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio == null) { return; } audio.PlayEffect(go, path); Profiler.EndSample(); }
/// <summary> /// 播放UI音效 /// </summary> /// <param name="audioID"></param> public void PlayUIAudioEffect(uint audioID) { if (audioID != 0) { Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio != null) { table.ResourceDataBase rd = GameTableManager.Instance.GetTableItem <table.ResourceDataBase>((uint)audioID); if (rd != null) { audio.PlayUIEffect(rd.strPath); } } } }
public void CreateMainCamera(bool active) { // 逻辑层初始化 IRenderSystem renderSys = RareEngine.Instance().GetRenderSystem(); if (renderSys == null) { Log.Error("RenderSystem is null!"); // return; } // 设置主Camera string strCameraName = "MainCamera"; ICamera cam = renderSys.GetCamera(ref strCameraName); if (cam != null) { cam.Enable(active); return; } cam = renderSys.CreateCamera(ref strCameraName, 0.3f, 140f, 45f, -1, CameraClearFlags.Skybox); if (cam != null) { Camera camera = cam.GetNode().GetTransForm().gameObject.GetComponent <Camera>(); AudioListener listener = camera.transform.GetComponent <AudioListener>(); if (listener != null) { GameObject.Destroy(listener); } CameraFollow.Instance.camera = cam; Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio != null) { audio.SetListener(CameraFollow.Instance.CreateAudioListener()); } camera.cullingMask = -1 - (1 << LayerMask.NameToLayer("UI")) - (1 << LayerMask.NameToLayer("ShowModel")) - (1 << LayerMask.NameToLayer("UIHide")); camera.tag = strCameraName; cam.SetDepth((float)Engine.CameraDepth.Scene); cam.LookAt(new Vector3(0, 3, 5), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); UnityEngine.MonoBehaviour.DontDestroyOnLoad(camera.gameObject); cam.Enable(active); } }
void PlayCreateAudio(int profession) { Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio == null) { return; } audio.StopEffect(m_uAudioID); float originVol = 1; SelectRoleDataBase sdb = SelectRoleDataBase.Where((enumProfession)profession, (enmCharSex)1); if (sdb != null) { uint audioID = sdb.createAudioID; table.ResourceDataBase resDB = GameTableManager.Instance.GetTableItem <table.ResourceDataBase>(audioID); if (audio != null && resDB != null) { if (m_audioSource != null) { m_audioSource.volume = 0.2f; } if (m_Avater != null) { if (m_Avater.RenderObj != null) { if (m_Avater.RenderObj.GetNode() != null) { if (m_Avater.RenderObj.GetNode().GetTransForm() != null) { m_uAudioID = audio.PlayEffect(m_Avater.RenderObj.GetNode().GetTransForm().gameObject, resDB.strPath, endCallback: () => { if (m_audioSource != null) { m_audioSource.volume = originVol; } }); } } } } } } }
//------------------------------------------------------------------------------------------------------- /** * @brief 播放背景音乐 * @param */ private void PlayBGMusic() { table.MapDataBase mapDB = GameTableManager.Instance.GetTableItem <table.MapDataBase>(mapID); if (mapDB == null) { Engine.Utility.Log.Error("MapSystem:找不到地图配置数据{0}", mapID); return; } table.ResourceDataBase resDB = GameTableManager.Instance.GetTableItem <table.ResourceDataBase>(mapDB.dwbgm); if (resDB == null) { Engine.Utility.Log.Error("MapSystem:找不到地图资源路径配置{0}", mapDB.dwResPath); return; } Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio != null) { audio.PlayMusic(resDB.strPath); } }
//------------------------------------------------------------------------------------------------------- /** * @brief 进入地图 * @param nMapID 地图ID */ public void EnterMap(uint nMapID, Vector3 pos) { // 读取地图配置表 Engine.IRenderSystem rs = Engine.RareEngine.Instance().GetRenderSystem(); Engine.Utility.Log.Info("EnterMapStart"); if (rs != null) { if (nMapID == mapID) { return; } Engine.Utility.Log.Info("EnterMapStart mapID"); // 停止背景音乐 Engine.IAudio audio = Engine.RareEngine.Instance().GetAudio(); if (audio != null) { audio.StopMusic(); } // 离开当前场景 Process = 0f; Engine.Utility.EventEngine.Instance().DispatchEvent((int)Client.GameEventID.ENTITYSYSTEM_LEAVEMAP, mapID); //进入下一个地图 Engine.Utility.Log.Info("EnterMapStart 离开当前场景"); table.MapDataBase mapDB = GameTableManager.Instance.GetTableItem <table.MapDataBase>(nMapID); if (mapDB == null) { Engine.Utility.Log.Error("MapSystem:找不到地图配置数据{0}", nMapID); return; } Engine.Utility.Log.Info("EnterMapStart 离开当前场景 table.MapDataBase mapDB "); table.ResourceDataBase resDB = GameTableManager.Instance.GetTableItem <table.ResourceDataBase>(mapDB.dwResPath); if (resDB == null) { Engine.Utility.Log.Error("MapSystem:找不到地图资源路径配置{0}", mapDB.dwResPath); return; } temptime = Time.realtimeSinceStartup; lastInfo = "none"; // 创建寻路模块 mapID = nMapID; // 预加载 mapName = mapDB.strName;// string.Format("{0}({1})", mapDB.strName, uCountryid); // 不是中转空场景 if (nMapID != GameTableManager.Instance.GetClientGlobalConst <int>("map", "emptyid")) { Engine.Utility.Log.Info("EnterMapStart 读取地图配置表 "); // 读取地图配置表 string strMapName = resDB.strPath.ToLower(); m_strMapTexturePath = strMapName.Replace(".map", "").Substring(strMapName.LastIndexOf('/') + 1); Engine.IScene scene = rs.EnterScene(ref strMapName, this); if (scene != null) { scene.StartLoad(pos); } Engine.Utility.Log.Info("EnterMapStart EnterScene name:{0} ", strMapName); // 场景npc配置 LoadClientMap(mapDB.miniMapInfo.ToLower()); //LoadClienMapArea(strMapName.ToLower().Replace(".map", ".ar")); //SpanUtil.Start(); //if (Application.platform == RuntimePlatform.WindowsEditor) //{ Profiler.BeginSample("LoadARFile"); MapAreaDisplay.Instance.LoadARFile(strMapName.ToLower().Replace(".map", ".ar")); Profiler.EndSample(); //} //SpanUtil.Stop(strMapName + " ar "); string strMPSName = strMapName.Replace(".map", ".mps").ToLower(); // 读取地表障碍信息 LoadObstacle(strMPSName); //SpanUtil.Stop(strMapName + " 地表障碍信息 "); } } else { Engine.Utility.Log.Error("MapSystem:IRenderSystem为空"); } Engine.Utility.EventEngine.Instance().DispatchEvent((int)(int)Client.GameEventID.ENTITYSYSTEM_ENTERMAP, mapID); }