예제 #1
0
    // Use this for initialization
    void Start()
    {
        SoundEngineWrapper.Initialize();
        SoundEngineWrapper.LoadSound("boulder_crumble", false, false, false);
        SoundEngineWrapper.LoadSound("boulder_roll", false, false, false);
        SoundEngineWrapper.LoadSound("boulder_shoot", false, false, false);
        SoundEngineWrapper.LoadSound("event_start", false, false, false);
        SoundEngineWrapper.LoadSound("event_win", false, false, false);
        SoundEngineWrapper.LoadSound("fireball_explode", false, false, false);
        SoundEngineWrapper.LoadSound("fireball_fly", false, false, false);
        SoundEngineWrapper.LoadSound("fireball_shoot", false, false, false);
        SoundEngineWrapper.LoadSound("firerun_alive", false, true, false);
        SoundEngineWrapper.LoadSound("hailstorm", false, false, false);
        SoundEngineWrapper.LoadSound("lightning", false, false, false);
        SoundEngineWrapper.LoadSound("music", false, false, true);
        SoundEngineWrapper.LoadSound("player_dash", false, false, false);
        SoundEngineWrapper.LoadSound("player_dash_hit", false, false, false);
        SoundEngineWrapper.LoadSound("player_die", false, false, false);
        SoundEngineWrapper.LoadSound("player_hurt", false, false, false);
        SoundEngineWrapper.LoadSound("player_pickup", false, false, false);
        SoundEngineWrapper.LoadSound("player_respawn", false, false, false);
        SoundEngineWrapper.LoadSound("shield_activate", false, false, false);
        SoundEngineWrapper.LoadSound("shield_active", false, false, false);
        SoundEngineWrapper.LoadSound("shield_deactivate", false, false, false);
        SoundEngineWrapper.LoadSound("wall_create", false, false, false);
        SoundEngineWrapper.LoadSound("wall_destroy", false, false, false);

        //SoundEngineWrapper.PlayASound("music", 0, false, 0);

        SoundEngineWrapper.SetNumSoundsToPlay(5);
    }
예제 #2
0
 // Use this for initialization
 void Start()
 {
     info             = GetComponent <Info>();
     parentPlayer     = GameObject.FindGameObjectWithTag(owner.ToString());
     lastFirePosition = new Vector3(0, 0, -100);
     SoundEngineWrapper.QueueSound("firerun_alive", 0, false, 22);
 }
    // Update is called once per frame
    void Update()
    {
        if (SoundEngineWrapper.IsPlaying(0).ToInt32() == 0)
        {
            SoundEngineWrapper.PlayASound("music", 0, false, 0);
        }

        SoundEngineWrapper.UpdateSE();
    }
예제 #4
0
        public override void initiate()
        {
            copy      = Instantiate(zone, new Vector3(0, 0.1f, 0), new Quaternion(0, 0, 0, 0)) as GameObject;
            dMaterial = copy.GetComponent <Renderer>().material;

            for (int i = 0; i < 4; i++)
            {
                players[i] = GameObject.FindGameObjectWithTag((i + 1).ToString());
            }

            if (!SoundEngineWrapper.IsPlaying(13))
            {
                SoundEngineWrapper.QueueSound("event_start", 0, false, 13);
            }
        }
예제 #5
0
    // Update is called once per frame
    void Update()
    {
        lifeTime -= Time.deltaTime; // reduce duration remaining on FireRun
        //transform.position = parentPlayer.transform.position; // update location to the player location

        if (lifeTime <= 0)
        {
            if (GetComponentsInChildren <Fire>().Length == 0)
            {
                Destroy(gameObject);
                SoundEngineWrapper.StopChannel(22);
            }
        }

        if (lifeTime > 0)
        {
            if ((parentPlayer.transform.position - lastFirePosition).magnitude > 1)
            {
                // spawn a fire here
                summonFire();
            }
            parentPlayer.GetComponent <Player>().addSpeed(speedBonus);
        }
    }
 // Use this for initialization
 void Start()
 {
     SoundEngineWrapper.Initialize();
     SoundEngineWrapper.LoadSound("music", false, true, true);
 }
 void OnApplicationQuit()
 {
     SoundEngineWrapper.StopAllChannels();
 }
예제 #8
0
 void OnApplicationQuit()
 {
     SoundEngineWrapper.StopAllChannels();
     SoundEngineWrapper.ClearQueue();
     SoundEngineWrapper.UnloadAllSounds();
 }
예제 #9
0
 // Update is called once per frame
 void Update()
 {
     SoundEngineWrapper.UpdateSE();
 }
예제 #10
0
 public override void cleanup()
 {
     Destroy(copy);
     SoundEngineWrapper.QueueSound("event_win", 0, false, 13);
 }