예제 #1
0
 // Start is called before the first frame update
 void Start()
 {
     BGMSlider.value = BGMVol;
     CriAtom.SetCategoryVolume("Music", BGMVol);
     SESlider.value = SEVol;
     CriAtom.SetCategoryVolume("SFX", SEVol);
 }
예제 #2
0
 private void Volume()
 {
     if (!isSoundFade)
     {
         BGMVolume = BGMSlider.value;
         SEVolume  = SESlider.value;
         CriAtom.SetCategoryVolume("BGM", BGMVolume / 10);
         CriAtom.SetCategoryVolume("Jingle", SEVolume / 10);
         CriAtom.SetCategoryVolume("SE", SEVolume / 10);
         CriAtom.SetCategoryVolume("wind", SEVolume / 10);
     }
 }
예제 #3
0
    // Update is called once per frame
    void Update()
    {
        if (_fadeOut)
        {
            _volume -= 0.01f;
            //BGMのボリュームを段階的に下げる
            CriAtom.SetCategoryVolume("BGM", _volume);

            if (_volume == 0.0f)
            {
                _volume = 0.0f;
            }
        }
    }
예제 #4
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.CompareTag("Player"))
        {
            _flagManager.deadZoneCol = true;
            //カメラのブレンド速度を変化させる
            _cinemachineBrain.m_DefaultBlend.m_Time = 0.7f;
            //カメラをぐるりんに近づける
            vCam.SetActive(true);
            NeoConfig.isSoundFade = true;
            CriAtom.SetCategoryVolume("BGM", 0.0f);
            var _rb2d = other.GetComponent <Rigidbody2D>();
            //ぐるりんの動き(操作系・重力系)を停止
            _rb2d.constraints = RigidbodyConstraints2D.FreezeAll;
            //顔を驚き顔に変更
            _flagManager.surprise_Face = true;
            // 残機を減らす
            RemainingLife.life -= 1;

            if (RemainingLife.life != 0)
            {
                if (_SEPlay == false)
                {
                    _flagManager.returnGravity = true;
                    _gameOverSE.Play();
                    _SEPlay = true;
                }
            }
            else if (RemainingLife.life == 0)
            {
                _flagManager.returnGravity = true;
                //残機が0ならGameOverを表示
                _gameOver.alpha = 1.0f;

                //ゲームオーバー時のBGMを鳴らす
                if (_SEPlay == false)
                {
                    _gameOverSE.Play();
                    _SEPlay = true;
                }
            }

            if (deadZone != null)
            {
                deadZone.BossSceneReload();
            }
            Invoke("GameOver", 2.0f);
        }
    }
예제 #5
0
 private void volumeFade()
 {
     if (_volumeDown)
     {
         _volumeBGM -= bgmDecay;
         if (_volumeBGM < 0)
         {
             _volumeBGM = 0;
         }
         _volumeSE -= seDecay;
         if (_volumeSE < 0)
         {
             _volumeSE = 0;
         }
         CriAtom.SetCategoryVolume("BGM", _volumeBGM);
         CriAtom.SetCategoryVolume("SE", _volumeSE);
     }
 }
예제 #6
0
 // Update is called once per frame
 void Update()
 {
     if (_volumeDown)
     {
         //ゴール時にボリュームをマイナスする(フェードアウト)
         //_volume -= 0.01f;
         //BGMカテゴリとSEカテゴリを指定
         _volumeBGM -= bgmDecay;
         if (_volumeBGM < 0)
         {
             _volumeBGM = 0;
         }
         _volumeSE -= seDecay;
         if (_volumeSE < 0)
         {
             _volumeSE = 0;
         }
         CriAtom.SetCategoryVolume("BGM", _volumeBGM);
         CriAtom.SetCategoryVolume("SE", _volumeSE);
         Debug.Log(_volumeBGM);
     }
     if (button)
     {
         NeoConfig.isSoundFade = false;
         if (_volumeDown == false)
         {
             NeoConfig.isSoundFade = true;
             _volumeBGM            = NeoConfig.BGMVolume / 10f;
             if (_volumeBGM < 0)
             {
                 _volumeBGM = 0;
             }
             _volumeSE = NeoConfig.SEVolume / 10f;
             if (_volumeSE < 0)
             {
                 _volumeSE = 0;
             }
             bgmDecay    = (NeoConfig.BGMVolume / 10 * Time.deltaTime) / 1f;
             seDecay     = (NeoConfig.SEVolume / 10 * Time.deltaTime) / 1f;
             _volumeDown = true;
             Invoke("GameStart", 1.5f);
         }
     }
 }
예제 #7
0
 float m_ScroolSpeed = 1;//キー入力で調整バーを動かすスピード
 void Awake()
 {
     atomSlider = GetComponent <Slider>();
     //m_Slider.value = AudioListener.volume;
     atomSlider.onValueChanged.AddListener((value) => { CriAtom.SetCategoryVolume(BGMCategoryName, value); });
 }
예제 #8
0
        void IInitializable.Initialize()
        {
            // initialize
            Observable.EveryUpdate()
            .Where(_ => CriWareInitializer.IsInitialized())
            .First()
            .SelectMany(_ => ADX2Utility.AddCueSheet(_settings.BuiltInCueSheet)
                        .First())
            .Subscribe(cueSheet =>
            {
                if (cueSheet != null)
                {
                    // add cue list
                    var cueNameList = ADX2Utility.GetCueNameList(cueSheet.name);
                    foreach (var cueName in cueNameList)
                    {
                        _cueSheetDictionary.Add(cueName, cueSheet.name);
                    }

                    // create sound source
                    var source = new GameObject("BGM").AddComponent <CriAtomSource>();
                    source.use3dPositioning = false;
                    source.loop             = true;
                    source.player.AttachFader();
                    _source.Value = source;
                }

                _initialized.Value = true;
            })
            .AddTo(_disposable);

            Observable.Merge(
                _intent.OnPlayAsObservable().Select(x => x.ToString()),
                _intent.OnPlayForNameAsObservable())
            .Where(_ => _initialized.Value)
            .Subscribe(x =>
            {
                string cueSheet;
                if (!_cueSheetDictionary.TryGetValue(x, out cueSheet))
                {
                    Debug.unityLogger.LogError(GetType().Name, $"{x} is not found.");
                    return;
                }

                _source.Value.cueSheet = cueSheet;
                _source.Value.Pause(false);
                _source.Value.Play(x);
            })
            .AddTo(_disposable);

            _intent.OnPauseAsObservable()
            .Where(_ => _source.Value != null)
            .Subscribe(x => _source.Value.Pause(x))
            .AddTo(_disposable);

            _intent.OnStopAsObservable()
            .Where(_ => _source.Value != null)
            .Subscribe(_ => _source.Value.Stop())
            .AddTo(_disposable);

            // volume
            _volumeIntent.OnMasterVolumeAsObservable()
            .Subscribe(x => _masterVolume.Value = x)
            .AddTo(_disposable);

            _volumeIntent.OnVoiceVolumeAsObservable()
            .Subscribe(x => _volume.Value = x)
            .AddTo(_disposable);

            var initialize = _initialized
                             .Where(x => x)
                             .First()
                             .Publish()
                             .RefCount();


            initialize
            .Where(_ => _source.Value != null)
            .SelectMany(_ => _masterVolume)
            .Subscribe(x => _source.Value.volume = x)
            .AddTo(_disposable);

            initialize
            .SelectMany(_ => _volume)
            .Subscribe(x => CriAtom.SetCategoryVolume(_settings.CategoryVolumeName, x))
            .AddTo(_disposable);
        }
예제 #9
0
 public void Initialize()
 {
     CriAtom.SetCategoryVolume("BGM", Bgm);
     CriAtom.SetCategoryVolume("SE", Se);
     CriAtom.SetCategoryVolume("Voice", Voice);
 }
예제 #10
0
 public void SESet()
 {
     SEVol = SESlider.value;
     CriAtom.SetCategoryVolume("SFX", SEVol);
 }
예제 #11
0
 public void BGMSet()
 {
     BGMVol = BGMSlider.value;
     CriAtom.SetCategoryVolume("Music", BGMVol);
 }
예제 #12
0
 // Token: 0x060159D1 RID: 88529 RVA: 0x00580750 File Offset: 0x0057E950
 public void SetCategoryVolume(string category, float volume)
 {
     CriAtom.SetCategoryVolume(category, volume);
 }