private void StopMusic() { MusicController music = FindObjectOfType <MusicController>(); if (music != null) { music.Stop(); } }
protected override void OnPreShow() { base.OnPreShow(); MusicController.Stop(); MusicController.MountAudio(null); MusicController.OnEnd += OnMusicEnd; RequestMapsets(); }
/// <summary> /// Resets currentlying previewing mapset. /// </summary> private void ResetPreviewingMapset() { if (previewingMapset.Value == null) { return; } MusicController.Stop(); MusicController.MountAudio(null); musicAgent.Remove(); previewingMapset.Value = null; }
public void NextStrip() { GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth> ().Hide(); // Qué cutre! currentStrip++; if (currentStrip >= strips.Length) { SceneManager.LoadScene("Credits"); } else { cameraController.NextStrip(strips[currentStrip]); musicController.Stop(); musicController.PlayChangeStripClip(); } }
public void TestBeatmapBackgroundWithStoryboardClockAlwaysUsesCurrentTrack() { BackgroundScreenBeatmap nestedScreen = null; WorkingBeatmap originalWorking = null; setSupporter(true); setSourceMode(BackgroundSource.BeatmapWithStoryboard); AddStep("change beatmap", () => originalWorking = Beatmap.Value = createTestWorkingBeatmapWithStoryboard()); AddAssert("background changed", () => screen.CheckLastLoadChange() == true); AddUntilStep("wait for beatmap background to be loaded", () => getCurrentBackground()?.GetType() == typeof(BeatmapBackgroundWithStoryboard)); AddStep("start music", () => MusicController.Play()); AddUntilStep("storyboard clock running", () => screen.ChildrenOfType <DrawableStoryboard>().SingleOrDefault()?.Clock.IsRunning == true); // of note, this needs to be a type that doesn't match BackgroundScreenDefault else it is silently not pushed by the background stack. AddStep("push new background to stack", () => stack.Push(nestedScreen = new BackgroundScreenBeatmap(Beatmap.Value))); AddUntilStep("wait for screen to load", () => nestedScreen.IsLoaded && nestedScreen.IsCurrentScreen()); // we're testing a case where scheduling may be used to avoid issues, so ensure the scheduler is no longer running. AddUntilStep("wait for top level not alive", () => !screen.IsAlive); AddStep("stop music", () => MusicController.Stop()); AddStep("change beatmap", () => Beatmap.Value = createTestWorkingBeatmapWithStoryboard()); AddStep("change beatmap back", () => Beatmap.Value = originalWorking); AddStep("restart music", () => MusicController.Play()); AddAssert("top level background hasn't changed yet", () => screen.CheckLastLoadChange() == null); AddStep("pop screen back to top level", () => screen.MakeCurrent()); AddStep("top level screen is current", () => screen.IsCurrentScreen()); AddAssert("top level background reused existing", () => screen.CheckLastLoadChange() == false); AddUntilStep("storyboard clock running", () => screen.ChildrenOfType <DrawableStoryboard>().Single().Clock.IsRunning); AddStep("stop music", () => MusicController.Stop()); AddStep("restore default beatmap", () => Beatmap.SetDefault()); }
public void InvokeSoftInit() { // Initialize score processor ScoreProcessor = Model.ModeService.CreateScoreProcessor(); ScoreProcessor.ApplyMap(CurrentMap); ScoreProcessor.OnLastJudgement += InvokeCompletion; MusicController.Stop(); MusicController.SetFade(1f); // Show game gui. GameGui.ShowGame(() => { MusicController.Play(LeadInTime); // Start listening to application pause event. Game.OnAppPause += OnAppPaused; Game.OnAppFocus += OnAppFocused; IsPlaying = true; OnSoftInit?.Invoke(); }); }
public void OnGameEnd() { Components.Clear(); musicController.Stop(); gameEnd = true; }
public void MainMenu() { Resume(); musicController.Stop(); SceneManager.LoadScene("MainMenu"); }