예제 #1
0
파일: SoundMenager.cs 프로젝트: 6ack/Unity
 private void Awake()
 {
     if (Singlton == null)
     {
         Singlton = this;
     }
 }
예제 #2
0
    void Start()
    {
        soundMenager = GameObject.Find("SoundMenager");
        zombieSound  = soundMenager.GetComponent <SoundMenager>();

        psBlod = GetComponent <ParticleSystem>();

        playerTransform = GameObject.FindWithTag("Player").transform;
        rb        = GetComponent <Rigidbody2D>();
        speed     = 1;
        time      = 5;
        y         = 0;
        x         = 1;
        toColse   = 7.5f;
        attak     = false;
        lives     = 2;
        timeAttak = 0;
        timeGrr   = 0;

        animMove.enabled = true;
        sprMove.enabled  = true;

        animAttack.enabled = false;
        sprAtteck.enabled  = false;
    }
예제 #3
0
    public void MoveInQTType()
    {
        string[] Alphabet = new string[26]
        {
            "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"
        };

        keypush = Alphabet[UnityEngine.Random.Range(0, Alphabet.Length)];
        SetQTEventIN(keypush, 360, 1f, QTState.TypeCenter);
        SoundMenager.Play(qtON, SoundMenager.QTTypeCenter_Volume);
    }
예제 #4
0
    void Update()
    {
        QtGetKeyToTypeEvent();
        LaserOn = QTState == QTState.CenterLaser ? true : false;

        switch (QTState)
        {
        case QTState.Left:
            SaveSpeed();
            CalcSpeedIncrement();
            break;

        case QTState.Right:
            SaveSpeed();
            CalcSpeedIncrement();
            break;

        case QTState.TypeCenter:

            GameSpeed.Variable.Value = (gameSpeedTemp / 2);

            if (GetKeyTrue())
            {
                MoveOut(true);
                Scores.Variable.Value += 50f;
                SoundMenager.Play(Correct, SoundMenager.QTTypeCorrect_Volume);
                GameSpeed.Variable.Value = gameSpeedTemp;
            }

            if (slider.isFilled())
            {
                MoveOut(false);
                SoundMenager.Play(INCorrect, SoundMenager.QTTypeInCorrect_Volume);
                GameSpeed.Variable.Value = gameSpeedTemp;
                Lifes.Variable.Value    -= 1;
            }
            break;

        case QTState.CenterSlow:
            GameSpeed.Variable.Value = (gameSpeedTemp / 0.9f);
            QTTCheckIsTimeOut();
            break;

        case QTState.CenterLaser:
            GameSpeed.Variable.Value = (gameSpeedTemp / 1.5f);
            QTTCheckIsTimeOut();

            break;

        default:
            break;
        }
    }
예제 #5
0
    private void TagetHit(RaycastHit2D hit, bool laser)
    {
        if (hit.collider != null)
        {
            Debug.Log(hit.collider.name);
            ShieldBehavior sh = hit.collider.gameObject.GetComponent <ShieldBehavior>();
            if (sh != null)
            {
                ScoresTxt.color = (Color.cyan + sh.GlobalLight.color) / 2;

                Combo.Variable.Value += 1;


                if (Combo.Variable.Value % ComboToLaser == 0)
                {
                    ComboTxt.gameObject.LeanScale(new Vector3(3, 3, 3), 0.2f).setOnComplete(Small);
                    qt.MoveInQTLaser();
                    MouseCoursor.Instance.UIImageClick = img2;
                    MouseCoursor.Instance.GetUIImageProps();
                }
                else
                {
                    ComboTxt.gameObject.LeanScale(new Vector3(2, 2, 2), 0.2f).setOnComplete(Small);
                }


                sh.ShBoom();
                Scores.Variable.Value += sh.points * 2;
                ScoresTxt.text         = Scores.Variable.Value.ToString();
                SoundMenager.Play(boom[Random.Range(0, boom.Length)], 0.6f);
            }
            else if (hit.collider.gameObject.GetComponent <SnailHandle>() != null)
            {
                SnailHandle snail = hit.collider.gameObject.GetComponent <SnailHandle>();
                snail.SnailBoom();
                SoundMenager.Play(slow, 0.5f);
                qt.MoveInQTSlow();
            }
        }
        else
        {
            if (!laser)
            {
                Combo.Variable.Value = 0;
            }
        }
    }
예제 #6
0
    private void MoveOut(bool _playSound)
    {
        if (QTStatePrev == 0)
        {
            DeepMoveOut(800, QTState.Left);
        }

        if (QTStatePrev == 2)
        {
            DeepMoveOut(-800, QTState.Right);
        }

        if (_playSound)
        {
            SoundMenager.Play(qtOFF, SoundMenager.QTTypeOut_Volume);
        }
    }
예제 #7
0
    void Start()
    {
        soundMenager = GameObject.Find("SoundMenager");
        reload       = soundMenager.GetComponent <SoundMenager>();

        psBlod = GetComponent <ParticleSystem>();

        speed        = 5f;
        rb           = GetComponent <Rigidbody2D>();
        run.enabled  = false;
        wepon        = "Pistol";
        timeShoot    = 0.5f;;
        playerAmmo   = 7;
        ammo         = playerAmmo;
        txtAmmo.text = playerAmmo.ToString();
        lifes        = 3;
        gameOver     = false;
    }
예제 #8
0
파일: Item.cs 프로젝트: ertryw/SweetsDrop
    public void Splash(Vector3 pos, Item_Color _color)
    {
        Vector3 p1 = new Vector3(pos.x + 1.8f, pos.y, pos.z);


        if (_color == color)
        {
            SoundMenager.Play(clip_good);
            Instantiate(scored_good, p1, Quaternion.identity);
            gController.AddScore();
        }
        else
        {
            SoundMenager.Play(clip_bad);
            Instantiate(scored_bad, p1, Quaternion.identity);
            gController.AddFailsScore();
        }



        Instantiate(splash, p1, Quaternion.identity);
        Destroy(gameObject);
    }
예제 #9
0
 public void HitEnd()
 {
     LifesObj.Variable.Value -= 1;
     SoundMenager.Play(end, SoundMenager.EndDestructor_Volume);
 }
예제 #10
0
    // Update is called once per frame
    void Update()
    {
        MouseCoursor.Instance.Offset = offset;


        if (Combo.Variable.Value > 0)
        {
            ComboTxt.text = "Combo x " + Combo.Variable.Value;
        }
        else
        {
            ComboTxt.text = "";
        }

        if ((Combo.Variable.Value % ComboToLaser == 0) && Combo.Variable.Value > 0)
        {
            ComboTxt.color = Color.red;
            StartCoroutine("laserTime");
        }
        else
        {
            if (!qt.LaserOn)
            {
                ComboTxt.color = Color.yellow;
                StopCoroutine("laserTime");
            }
        }


        if (qt.LaserOn)
        {
            Ray          ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit2D hit = Physics2D.GetRayIntersection(ray, Mathf.Infinity);
            TagetHit(hit, true);
            Vector3 mosueposWorld = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            // laserLight.SetActive(true);
            laserLight.transform.position = new Vector3(mosueposWorld.x - 0.1f, mosueposWorld.y - 0.1f, 10);

            if (laserSound == false)
            {
                Laser_Sound = SoundMenager.PlayLoop(laserlow, 0.8f);
                laserSound  = true;
            }
        }
        else
        {
            if (laserSound == true)
            {
                Destroy(Laser_Sound);
                laserSound = false;
            }
            // laserLight.SetActive(false);
            MouseCoursor.Instance.UIImageClick = img;
            MouseCoursor.Instance.GetUIImageProps();


            if (Input.GetMouseButtonDown(0))
            {
                SoundMenager.Play(laser, 0.3f);
                Ray          ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit2D hit = Physics2D.GetRayIntersection(ray, Mathf.Infinity);

                TagetHit(hit, false);
            }
        }
    }
예제 #11
0
 void Awake()
 {
     instance = this;
     source   = GetComponent <AudioSource>();
 }
예제 #12
0
 private void Awake()
 {
     soundMenager = GameObject.Find("SoundMenager");
     bulletSound  = soundMenager.GetComponent <SoundMenager>();
     bulletSound.PlayerSounds("gunShoot");
 }