private void DefaultBgMusicLevels() { Script_AudioMixerVolume.SetVolume( audioMixer, BGMParam, 1f ); }
// ---------------------------------------------------------------------- // Timeline Signals // 1) Dramatic Thoughts Timeline // 2) Repeat Drama Node Action public void OnDramaticThoughtsCutsceneDone() { GetComponent <AudioSource>().PlayOneShot(Script_SFXManager.SFX.ThoughtsDone, Script_SFXManager.SFX.ThoughtsDoneVol); game.ChangeStateInteract(); PlayDramaticMusic(); Script_AudioMixerVolume.SetVolume( audioMixer, BGMParam, 1f ); isPauseSpikes = false; // Make Attack instantly after cut scene is done. attackController.Timer = 0.001f; }
public override void Setup() { game.SetupPlayerReflection(playerReflectionEro); game.SetupInteractableFullArt(fullArtParent, isInit); isInit = false; playerPlayableDirector = game.GetPlayer().Director; if (isCutSceneDone) { foreach (Script_TriggerEnterOnce trigger in cutSceneTriggers) { trigger.gameObject.SetActive(false); } } if (isDone) { fireplacePlayable.gameObject.SetActive(false); game.DisableExits(false, 0); puzzleTriggerController.isComplete = true; pushablesParent.gameObject.SetActive(false); Script_AudioMixerVolume.SetVolume( audioMixer, Const_AudioMixerParams.ExposedBGVolume, 0f ); } else { game.DisableExits(isDisabled: true, 0); if (puzzleTriggerController.currentSuccessCount == 1) { InitializeFire(isClose: true); } else { InitializeFire(isClose: false); } puzzleTriggerController.Setup(); game.SetupPushables(pushablesParent, isInit); } }
protected override void OnDisable() { Script_PuzzlesEventsManager.OnPuzzleProgress -= OnPuzzleProgress; Script_PuzzlesEventsManager.OnPuzzleSuccess -= OnPuzzleComplete; playerPlayableDirector = null; if (Script_VCamManager.VCamMain != null) { Script_VCamManager.VCamMain.SwitchToMainVCam(staticZoomOutVCam); } Script_AudioMixerVolume.SetVolume( audioMixer, Const_AudioMixerParams.ExposedBGVolume, 1f ); }
public void FadeInMusic() { // set master volume to 0 to prep fade in Script_AudioMixerVolume.SetVolume( audioMixer, Const_AudioMixerParams.ExposedBGVolume, 0f ); // fade in master volume StartCoroutine( Script_AudioMixerFader.Fade( audioMixer, Const_AudioMixerParams.ExposedBGVolume, bgMusicFadeInTime, 1f, null ) ); }
public void IntroDoneWrong() { if (game.state == Const_States_Game.CutScene) { StartCoroutine( Script_AudioMixerFader.Fade( audioMixer, Const_AudioMixerParams.ExposedMasterVolume, bgMusicEndIntroFadeOutTime, 0f, () => { Script_AudioMixerVolume.SetVolume( audioMixer, Const_AudioMixerParams.ExposedMasterVolume, 1f ); ElleniaBgThemePlayer.GetComponent <AudioSource>().volume = 0f; ElleniaBgThemePlayer.gameObject.SetActive(false); /// Need to wait for music to fade out before return facing easle /// otherwise, would use controller/NextNodeAction Ellenia.FaceDirection(Directions.Left); // need to change state in LateUpdate so NPC doesn't read the button event shouldChangeGameStateToInteract = true; game.UnPauseBgMusic(); } ) ); } else { Ellenia.FaceDirection(Directions.Left); } ElleniaIntroDoneDialogueNodes(); spokenWithEllenia = true; }
/// NextNodeAction START ===================================================================== /// Node: "i'm part of the..." public void PlayOminousMusic() { game.ChangeStateCutScene(); Ellenia.FaceDirection(Directions.Left); // fade out music and pause StartCoroutine( Script_AudioMixerFader.Fade( audioMixer, Const_AudioMixerParams.ExposedMasterVolume, bgMusicFadeOutTime, 0f, () => { // after faded out, pause bg music and start theme music where Ellenia // should turn on beat game.PauseBgMusic(); Script_AudioMixerVolume .SetVolume(audioMixer, Const_AudioMixerParams.ExposedMasterVolume, 1f); ElleniaBgThemePlayer.gameObject.SetActive(true); StartCoroutine(StartDialogueOnBeat()); } ) ); IEnumerator StartDialogueOnBeat() { yield return(new WaitForSeconds(waitToTurnTime)); Directions directionToPlayer = Script_Utils.GetDirectionToTarget( Ellenia.transform.position, Script_Game.Game.GetPlayer().transform.position ); Ellenia.FaceDirection(directionToPlayer); // then play dialogueNode Script_DialogueManager.DialogueManager.StartDialogueNode(introContinuationNode, false); } }