public override void Init(bool setToDefaultValues = false) { FSystem.LockDsp(); Bands.Clear(); var gainValues = !setToDefaultValues && EqualizerSettings != null ? EqualizerSettings.GainValues : null; foreach (var value in EqDefaultValues) { var band = GetEqualizerBand(IsEnabled, value[0], value[1], value[2]); if (band == null) { continue; } ((FmodEqualizerBand)band).PropertyChanged += (sender, e) => { if (e.PropertyName == "Gain") { SaveEqualizerSettings(); } }; if (gainValues != null && gainValues.TryGetValue(band.BandCaption, out float savedValue)) { band.Gain = savedValue; } Bands.Add(band); } FSystem.UnlockDsp(); }
public ButtonSystem() { instance = this; SystemHolder.allSystems.Add(this); Texture2D cursor = Resources.Load <Texture2D>("Pixel Cursors/Cursors/basic_01"); Cursor.SetCursor(cursor, new Vector2(10, 5), CursorMode.Auto); }
public PointerSystem() { instance = this; SystemHolder.allSystems.Add(this); _selectedGO.addEntryCallback(objectSelection); //_selectedGO.addExitCallback(objectUnselection); _unselectedGO.addEntryCallback(objectUnselection); }
public override void DeInit() { FSystem.LockDsp(); foreach (var band in Bands) { band.Remove(); } FSystem.UnlockDsp(); }
public MoveSystem() { instance = this; SystemHolder.allSystems.Add(this); SystemHolder.pausableSystems.Add(this); Grid grid = Object.FindObjectOfType <Grid>(); if (grid != null) { myMaps = grid.GetComponent <GridMap>(); } }
public override IEqualizerBand GetEqualizerBand(bool isActive, float centerValue, float bandwithValue, float gainValue) { Dsp dspParamEq = null; if (isActive) { FSystem.CreateDspByType(Fmod.CoreDSP.DspType.Parameq, out dspParamEq); FChannel.AddDsp(ChannelControlDspIndex.Tail, dspParamEq); dspParamEq.SetParameterFloat((int)DspParamEq.Center, centerValue); dspParamEq.SetParameterFloat((int)DspParamEq.Center, bandwithValue); dspParamEq.SetParameterFloat((int)DspParamEq.Gain, gainValue); dspParamEq.SetActive(true); } var band = new FmodEqualizerBand(FChannel, dspParamEq, centerValue, gainValue, isActive); return(band); }
public FactorySystem() { instance = this; SystemHolder.allSystems.Add(this); SystemHolder.pausableSystems.Add(this); }
public BlockingSystem() { instance = this; SystemHolder.allSystems.Add(this); SystemHolder.pausableSystems.Add(this); }
/// <summary>Parse all systems and inspect their families</summary> public void synchronizeFamilies() { // avoid to inspect System in playing mode if (Application.isPlaying) { return; } availableFamilies = new List <FamilyAssociation>(); // Load all FSystem included into assembly #if NET3_5 System.Type[] systemTypes = (from assembly in System.AppDomain.CurrentDomain.GetAssemblies() #else System.Type[] systemTypes = (from assembly in System.AppDomain.CurrentDomain.GetAssemblies().Where(p => !p.IsDynamic) #endif from type in assembly.GetExportedTypes() where (type.IsClass == true && type.IsAbstract == false && type.IsSubclassOf(typeof(FSystem)) == true) select type).ToArray(); // Parse all FSystems for (int i = 0; i < systemTypes.Length; ++i) { System.Type systemType = systemTypes [i]; try{ // Create instance of FSystem in order to know its Families types FSystem system = (FSystem)System.Activator.CreateInstance(systemType); // Load all members of this System MemberInfo[] members = systemType.GetMembers(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); foreach (MemberInfo member in members) { if (member.MemberType == MemberTypes.Field) { FieldInfo field = (FieldInfo)member; if (field.FieldType == typeof(FYFY.Family)) { Family f = (Family)field.GetValue(system); if (f != null) // could be null if family is declared but not instantiated // Check if this family is equivalent to another family already loaded { string equivFamily = null; foreach (FamilyAssociation f_alreadyStored in availableFamilies) { if (f.Equals(f_alreadyStored.family)) { equivFamily = f_alreadyStored.equivWith; } } // store data and link with equivalent family FamilyAssociation entry = new FamilyAssociation(); entry.systemName = systemType.FullName; entry.familyName = field.Name; entry.family = f; if (equivFamily != null) { entry.equivWith = equivFamily; } else { entry.equivWith = "equivWith_" + entry.systemName + "_" + entry.familyName; } availableFamilies.Add(entry); } } } } } catch (Exception) { UnityEngine.Debug.LogError(systemType.FullName + ": Instance creation failed (all families of this system are ignored). MonitoringManager requires to instantiate your systems in order to inspect their families. Common solution: Check in your constructor if Application.isPlaying is true."); } } // Check if associations between FamilyMonitoring components and new available families are still stable for (int i = f_monitors.Count - 1; i >= 0; i--) { bool found = false; foreach (FamilyAssociation fa in availableFamilies) { if (fa.family.Equals(f_monitors[i].descriptor)) { found = true; // we found one f_monitors[i].equivalentName = fa.equivWith; f_monitors[i].gameObject.name = fa.equivWith; break; } } if (!found) { DestroyImmediate(f_monitors[i].gameObject); } } }
public GrowthAndLiveSystem() { instance = this; SystemHolder.allSystems.Add(this); SystemHolder.pausableSystems.Add(this); }
public UISystem() { instance = this; SystemHolder.allSystems.Add(this); }