public void trigger()
    {
        GameObject Temp;



        if (GameObject.Find("Song 1 - Linkin Park ").GetComponent <Song_Swap>().isplaying == false && isplaying == false)   // Start F*****g Rick
        {
            Song1.GetComponent <SpriteRenderer>().material.color = new Color(0.5f, 0.5f, 0.5f, 1.0f);
            Song2.GetComponent <SpriteRenderer>().material.color = temp2;
            isplaying = true;

            clip1_bass.Play();
            clip1_guitar.Play();
            clip1_xguitar.Play();
            clip1_snare.Play();
            clip1_vocal.Play();
            clip1_oh.Play();
            clip1_kick.Play();
        }


        // Swapping to linkin

        else if (GameObject.Find("Song 1 - Linkin Park ").GetComponent <Song_Swap>().isplaying == true)
        {
            isplaying = true;

            GameObject.Find("Song 1 - Linkin Park ").GetComponent <Song_Swap>().isplaying = false;

            Song1.GetComponent <SpriteRenderer>().material.color = new Color(0.5f, 0.5f, 0.5f, 1.0f);
            Song2.GetComponent <SpriteRenderer>().material.color = temp2;

            clip2_bass.Stop();
            clip2_guitar.Stop();
            clip2_xguitar.Stop();
            clip2_snare.Stop();
            clip2_vocal.Stop();
            clip2_oh.Stop();
            clip2_kick.Stop();

            clip1_bass.Play();
            clip1_guitar.Play();
            clip1_xguitar.Play();
            clip1_snare.Play();
            clip1_vocal.Play();
            clip1_oh.Play();
            clip1_kick.Play();
        }
    }
    // Use this for initialization
    void Awake()
    {
        temp1 = Song1.GetComponent <SpriteRenderer>().material.color;
        temp2 = Song2.GetComponent <SpriteRenderer>().material.color;

        clip1_bass.clip    = initialclip_bass;
        clip1_guitar.clip  = initialclip_guitar;
        clip1_kick.clip    = initialclip_kick;
        clip1_oh.clip      = initialclip_oh;
        clip1_snare.clip   = initialclip_snare;
        clip1_vocal.clip   = initialclip_vocal;
        clip1_xguitar.clip = initialclip_xguitar;

        clip2_bass.clip    = otherclip_bass;
        clip2_guitar.clip  = otherclip_guitar;
        clip2_kick.clip    = otherclip_kick;
        clip2_oh.clip      = otherclip_oh;
        clip2_snare.clip   = otherclip_snare;
        clip2_vocal.clip   = otherclip_vocal;
        clip2_xguitar.clip = otherclip_xguitar;
    }
예제 #3
0
        public void LinqUdt_Where_Contains()
        {
            var songRecordsName = "song_records";

            Session.Execute($"CREATE TABLE IF NOT EXISTS {songRecordsName} (id uuid, song frozen<{_udtName}>, broadcast int, primary key ((id), song))");

            var table = new Table <SongRecords>(Session, new MappingConfiguration().Define(new Map <SongRecords>().TableName(songRecordsName)));
            var song  = new Song2
            {
                Id     = Guid.NewGuid(),
                Artist = "Led Zeppelin",
                Title  = "Good Times Bad Times"
            };
            var songs = new List <Song2> {
                song, new Song2 {
                    Id = Guid.NewGuid(), Artist = "Led Zeppelin", Title = "Whola Lotta Love"
                }
            };
            var id         = Guid.NewGuid();
            var songRecord = new SongRecords()
            {
                Id        = id,
                Song      = song,
                Broadcast = 100
            };

            table.Insert(songRecord).Execute();
            var records = table.Where(sr => sr.Id == id && songs.Contains(sr.Song)).Execute();

            Assert.NotNull(records);
            var recordsArr = records.ToArray();

            Assert.AreEqual(1, recordsArr.Length);
            Assert.NotNull(recordsArr[0].Song);
            Assert.AreEqual(song.Id, recordsArr[0].Song.Id);
            Assert.AreEqual(song.Artist, recordsArr[0].Song.Artist);
            Assert.AreEqual(song.Title, recordsArr[0].Song.Title);
        }
예제 #4
0
    public void PlayDanger(int searchingLevel, int chasingLevel)
    {
        // Do nothing if the danger level hasn't changed
        if (searchingLevel == _prevSearchingLevel && chasingLevel == _prevChasingLevel)
        {
            if (_song1FadingIn)
            {
                FadeIn(Song1);
            }
            else if (_song1FadingOut)
            {
                FadeOut(Song1);
            }
            if (_song2FadingIn)
            {
                FadeIn(Song2);
            }
            else if (_song2FadingOut)
            {
                FadeOut(Song2);
            }
            return;
        }

        // TODO: THE CASES COVERED HERE AREN'T ALL THE POSSIBLE CASES?

        // NO DANGER
        if (searchingLevel <= 0 && chasingLevel <= 0)
        {
            _song1FadingOut = true;
            _song2FadingOut = true;
            Song2.Stop();

            // ONE ENEMY STARTED SEARCHING
        }
        else if (searchingLevel == 1 && chasingLevel == 0)
        {
            if (!_song1FadingIn && !Song1.isPlaying)
            {
                Song1.Play();
            }
            _song2FadingOut = true;
            _song1FadingIn  = true;

            // ONE ENEMY STARTED CHASING
        }
        else if (searchingLevel == 0 && chasingLevel == 1)
        {
            if (!_song2FadingIn && !Song2.isPlaying)
            {
                Song2.Play();
            }
            if (!Song1.isPlaying)
            {
                Song1.Play();
            }
            Song2.timeSamples = Song1.timeSamples;
            _song2FadingIn    = true;

            // TWO ENEMIES STARTED SEARCHING
        }
        else if (searchingLevel == 2)
        {
            Song2.timeSamples = Song1.timeSamples;
            if (!Song2.isPlaying)
            {
                Song2.Play();
            }

            // THREE ENEMIES STARTED SEARCHING
        }
        else if (searchingLevel >= 3)
        {
            Song3.timeSamples = Song1.timeSamples;
            Song3.Play();
        }

        // Keep track of transitions
        _prevSearchingLevel = searchingLevel;
        _prevChasingLevel   = chasingLevel;
    }