public void PlayBGM() { source.Stop(); source.cueSheet = "Common/BGM"; source.cueName = "bgm0"; source.Play(); }
public void PlaySE(SEName cueName) { //Timerが鳴っていたら止める if (currentSeIndex == 20) { seSource.Stop(); } currentSeIndex = (int)cueName; seSource.Play(currentSeIndex); }
public void StopVoice() { if (voiceSource != null) { voiceSource.Stop(); } }
void FixedUpdate() { //HP減ったときに何かするってなったらここいじってくれればおk if (hitCount >= HP1) { //stickFlagがtrueになるとstickEのスクリプトを活性化 stickFlag = true; } else if (hitCount == HP2) { //第2段階に入る処理とかはここ。 } if (stickFlag == true) { donguri.GetComponent <StickE5>().enabled = true; Enemy.Play(); rotate.SpeedUp(); if (counter) { counter.GetComponent <EneDestCount>().count--; } donguri.GetComponent <EnemyPunch>().enabled = false; donguri.GetComponent <NavMeshAgent>().enabled = false; donguri.GetComponentInChildren <Animator>().enabled = false; donguri.GetComponent <MeshCollider>().enabled = false; Burn.SetActive(false); Burning.Stop(); stickFlag = false; Destroy(WallCheck); Destroy(this); hitCount++; } }
private void OnCollisionEnter2D(Collision2D other) { //地面と接触したときにSEを止める if (other.gameObject.CompareTag("Ground")) { _fallSE.Stop(); } }
static public void PlayOrStop(GameObject soundObj) { CriAtomSource atomSource = soundObj.GetComponent <CriAtomSource>(); if (atomSource.status == CriAtomSource.Status.Playing) { atomSource.Stop(); } else if (atomSource.status == CriAtomSource.Status.Stop) { atomSource.Play(); } }
public void PlayAndStopSound() { if (atomSrc != null) { CriAtomSource.Status status = atomSrc.status; if ((status == CriAtomSource.Status.Stop) || (status == CriAtomSource.Status.PlayEnd)) { atomSrc.Play(); } else { atomSrc.Stop(); } } }
public void PlayAndStopSound() { if (atomSrc != null) { /* CriAtomSource の状態を取得 */ CriAtomSource.Status status = atomSrc.status; if ((status == CriAtomSource.Status.Stop) || (status == CriAtomSource.Status.PlayEnd)) { /* 停止状態なので再生 */ atomSrc.Play(); } else { /* 再生中なので停止 */ atomSrc.Stop(); } } }
public override void OnGraphStop(Playable playable) { base.OnGraphStop(playable); if (IsEditor) { if (CriAtomTimelinePreviewer.IsInitialized) { CriAtomTimelinePreviewer.Instance.StopAllTracks(); } } else { if (m_Bind != null) { m_Bind.Stop(); } } m_lastDirectorTime = 0; }
// Update is called once per frame void Update() { if (_sourceStart) { _source.volume += upVolume; if (_source.volume >= maxVolume) { _source.volume = maxVolume; } } else if (_sourceStart == false) { _source.volume -= 0.005f; if (_source.volume <= 0.0f) { _source.volume = 0.0f; _source.Stop(); } } }
public void StopSE() { m_seSource.Stop(); }
public void PlayBgm(long value) { bgmSource.player.SetStartTime(value); bgmSource.Stop(); PlayBgm(); }
public void PlayBGM(BGMName cueName) { bgmSource.Stop(); bgmSource.Play((int)cueName); }
/// <summary> /// SEを停止する /// </summary> public void StopSE() { soundEffectPlayer.Stop(); }
/// <summary> /// BGMを停止する /// </summary> public void StopBGM() { bgmPlayer.Stop(); }
// Update is called once per frame void Update() { //Windがアクティブ化したときにSEを鳴らす if (Wind.activeInHierarchy && _sourcePlay == false) { _source.Play(); _sourcePlay = true; } else if (Wind.activeInHierarchy == false && _sourcePlay) { _source.Stop(); _sourcePlay = false; _source.volume = _sourceVolume; } if (_source.volume > _sourceVolume) { _source.volume = _sourceVolume; } //minusCountがtrueの時、1秒ごとにカウントを-1 if (gameController.isPress == false && count > 0 && minusCount) { timer += Time.deltaTime; if (timer > 1) { if (_sourcePlay) { _source.volume -= 0.2f; } timer = 0.0f; count--; } } //カウントが10を超えたら風を出現させる if (count >= _maxCount) { Wind.SetActive(true); fixedCount = true; } else if (count == 0) { Wind.SetActive(false); fixedCount = false; } //風が出ているときに歯車を回すと風のSEの音量を上げる if (minusCount == false && fixedCount) { _source.volume += 0.01f; if (_source.volume > _sourceVolume) { _source.volume = _sourceVolume; } } //limitCountを超えたらカウントストップ if (count >= _maxCount) { count = _maxCount; } }
public void Stop() { source.Stop(); }
void BossTackleSoundStop() { tacklesound.Stop(); }
protected override bool StopInternal() { atomSource_.Stop(); return(true); }
// Update is called once per frame void Update() { bool isAttack = animator.GetCurrentAnimatorStateInfo(0).IsName("Base Layer.Stamp"); bool isWait = animator.GetCurrentAnimatorStateInfo(0).IsName("Base Layer.Wait"); bool IsBreath = animator.GetCurrentAnimatorStateInfo(0).IsName("Base Layer.Breath"); Vector3 Ppos = new Vector3(target.position.x, 0.0f, target.position.z); Vector3 Epos = new Vector3(transform.position.x, 0.0f, transform.position.z); dist = Mathf.Sqrt(Mathf.Pow(Ppos.x - Epos.x, 2) + Mathf.Pow(Ppos.z - Epos.z, 2)); if (!timeSet) { timecount += Time.deltaTime; } if (timecount >= AttackSelectTime) { //1の場合足踏み攻撃(Stamp),2の場合ブレス攻撃(Breath),3の場合突進攻撃(Tackle) //selectAttack = Random.Range(1, 4); //selectAttack = 2; timecount = 0; timeSet = true; if (dist <= stopDist) { selectAttack = 1; } else if (dist <= BreathDist) { //ブレス攻撃を実行するかどうか bool attackflag = changeAttack(50); if (attackflag) { selectAttack = 0; timecount = 0; timeSet = false; } else { selectAttack = 2; } } else { //突進攻撃を実行するかどうか bool attackflag = changeAttack(60); if (attackflag == true) { selectAttack = 0; timecount = 0; timeSet = false; } else { selectAttack = 3; } } } //行動を選択するまでの時間の行動 if (selectAttack == 0) { if (target != null && agent.enabled) { agent.destination = target.position; agent.speed = Speed; /*経路探索を終了するstoppingDistanceとアニメーションを遷移させるstopDistが同じ値だと * 不具合があったので、-0.3fした距離を設定*/ agent.stoppingDistance = stopDist - 0.3f; } if (dist <= stopDist) { //Wait agent.enabled = false; this.animator.SetBool(walkStr, false); } else { //Walk agent.enabled = true; this.animator.SetBool(walkStr, true); } } if (startStampflag == true) { if (isAttack == true) { startStamp = true; } else { if (startStamp == true) { this.animator.SetBool(stampStr, false); timeSet = false; selectAttack = 0; startStampflag = false; startStamp = false; } } } //Stamp攻撃 if (selectAttack == 1) { if (target != null && agent.enabled) { agent.destination = target.position; agent.speed = Speed; /*経路探索を終了するstoppingDistanceとアニメーションを遷移させるstopDistが同じ値だと * 不具合があったので、-0.3fした距離を設定*/ agent.stoppingDistance = stopDist - 0.3f; } if (!startStampflag) { if (dist <= stopDist) { agent.enabled = false; //obstacle.enabled = true; //Waitモーション時にプレイヤーの方を向かせる if (isWait) { float speed = 0.03f; Vector3 vec = target.position - transform.position; Vector3 nvec = new Vector3(vec.x, transform.position.y, vec.z); Quaternion rotation = Quaternion.LookRotation(nvec); transform.rotation = Quaternion.Slerp(this.transform.rotation, rotation, speed); //transform.LookAt(nvec); Vector3 enemyVec = transform.eulerAngles; enemyVec.x = 0.0f; enemyVec.z = 0.0f; transform.eulerAngles = enemyVec; setVec = true; } this.animator.SetBool(walkStr, false); this.animator.SetBool(stampStr, true); startStampflag = true; } else { this.animator.SetBool(stampStr, false); if (!isAttack) { agent.enabled = true; //obstacle.enabled = false; this.animator.SetBool(walkStr, true); } } } } //Breath攻撃 if (selectAttack == 2) { agent.enabled = false; this.animator.SetBool(walkStr, false); this.animator.SetBool(breathStr, true); //ブレス攻撃が始まるまでのボスの向きを変更 if (!startBreath) { float speed = 0.03f; Vector3 vec = target.position - transform.position; Vector3 nvec = new Vector3(vec.x, transform.position.y, vec.z); Quaternion rotation = Quaternion.LookRotation(nvec); transform.rotation = Quaternion.Slerp(this.transform.rotation, rotation, speed); Vector3 enemyVec = transform.eulerAngles; enemyVec.x = 0.0f; enemyVec.z = 0.0f; transform.eulerAngles = enemyVec; } if (bossanim.IsBreath) { if (!startBreath) { particle.Play(); stopBreath = false; } startBreath = true; } if (startBreath && !IsBreath) { this.animator.SetBool(breathStr, false); particle.Stop(); stopBreath = true; BafterCount += Time.deltaTime; } if (BafterCount >= 1) { selectAttack = 0; timeSet = false; startBreath = false; BafterCount = 0; } /*if (bossanim.stopBreath) * { * particle.Stop(); * }*/ /*if (bossanim.finishBreath) * { * this.animator.SetBool(breathStr, false); * selectAttack = 0; * timeSet = false; * startBreath = false; * }*/ } //Tackle攻撃 if (selectAttack == 3) { agent.enabled = false; startTackleCount += Time.deltaTime; if (startTackleCount >= TstartTime) { startTackle = true; } else { this.animator.SetBool(walkStr, false); startTackle = false; float speed = 0.03f; Vector3 vec = target.position - transform.position; Vector3 nvec = new Vector3(vec.x, transform.position.y, vec.z); Quaternion rotation = Quaternion.LookRotation(nvec); transform.rotation = Quaternion.Slerp(this.transform.rotation, rotation, speed); Vector3 enemyVec = transform.eulerAngles; enemyVec.x = 0.0f; enemyVec.z = 0.0f; transform.eulerAngles = enemyVec; } if (startTackle) { if (wallcheck.touchWall) { isTackle = false; tparticle.Stop(); Tackle.Stop(); rb.velocity = Vector3.zero; stunCount += Time.deltaTime; this.animator.SetBool(tackleStr, false); if (stunCount >= TstunTime) { stunCount = 0; rb.constraints = RigidbodyConstraints.None; rb.isKinematic = true; startTackle = false; Tspeed = TSetSpeed; selectAttack = 0; startTackleCount = 0; timeSet = false; } } else { this.animator.SetBool(walkStr, false); this.animator.SetBool(tackleStr, true); rb.isKinematic = false; rb.constraints = RigidbodyConstraints.FreezeRotation; Tspeed += TAddSpeed; Tspeed = Mathf.Clamp(Tspeed, 0, TMaxSpeed); rb.velocity = Vector3.zero; rb.velocity = transform.forward * Tspeed; if (!isTackle) { Tackle.Play(); tparticle.Play(); isTackle = true; } } } } }
public void StopBGM() { m_bgmSource.Stop(); }