//**************************** CSVのロード用 ****************************// /// <summary> /// CSVファイルからロードして初期化 /// </summary> /// <param name="parent">コルーチンをまわすためのMonoBehaviour</param> /// <param name="url">ファイルパス</param> /// <param name="version">シナリオバージョン(-1以下で必ずサーバーからデータを読み直す)</param> /// <returns></returns> public IEnumerator LoadCsvAsync(MonoBehaviour parent, string url, int version) { //起動ファイルの読み込み { AssetFile file = AssetFileManager.Load(url, version, this); Debug.Log("Boot Scenario Version:" + file.Version); while (!file.IsLoadEnd) { yield return(0); } SettingData.InitFromCsv(file.Csv, url); file.Unuse(this); } importVersion = Version; parent.StartCoroutine(ScenarioSetting.LoadCsvAsync(SettingData.ScenarioSettingUrlList)); parent.StartCoroutine(CharacterSetting.LoadCsvAsync(SettingData.CharacterSettingUrlList)); parent.StartCoroutine(TextureSetting.LoadCsvAsync(SettingData.TextureSettingUrlList)); parent.StartCoroutine(SoundSetting.LoadCsvAsync(SettingData.SoundSettingUrlList)); parent.StartCoroutine(DefaultParam.LoadCsvAsync(SettingData.ParamSettingUrlList)); parent.StartCoroutine(LayerSetting.LoadCsvAsync(SettingData.LayerSettingUrlList)); parent.StartCoroutine(SceneGallerySetting.LoadCsvAsync(SettingData.SceneGallerySettingUrlList)); while (!IsLoadEndCsv()) { yield return(0); } }
/// <summary> /// 全リソースをバックグラウンドでダウンロード /// </summary> public void DownloadAll() { CharacterSetting.DownloadAll(); TextureSetting.DownloadAll(); SoundSetting.DownloadAll(); SceneGallerySetting.DownloadAll(); }
//**************************** CSVのロード用 ****************************// /// <summary> /// CSVファイルからロードして初期化 /// </summary> /// <param name="parent">コルーチンをまわすためのMonoBehaviour</param> /// <param name="url">ファイルパス</param> /// <param name="version">シナリオバージョン(-1以下で必ずサーバーからデータを読み直す)</param> /// <returns></returns> public IEnumerator LoadCsvAsync(MonoBehaviour parent, string url, int version) { //起動ファイルの読み込み { AssetFile file = AssetFileManager.GetFileCreateIfMissing(url); if (version < 0) { file.Version = file.CacheVersion + 1; } AssetFileManager.Load(file, this); while (!file.IsLoadEnd) { yield return(0); } SettingData.InitFromCsv(file.Csv, url); file.Unuse(this); } parent.StartCoroutine(ScenarioSetting.LoadCsvAsync(SettingData.ScenarioSettingUrlList)); parent.StartCoroutine(CharacterSetting.LoadCsvAsync(SettingData.CharacterSettingUrlList)); parent.StartCoroutine(TextureSetting.LoadCsvAsync(SettingData.TextureSettingUrlList)); parent.StartCoroutine(SoundSetting.LoadCsvAsync(SettingData.SoundSettingUrlList)); parent.StartCoroutine(DefaultParam.LoadCsvAsync(SettingData.ParamSettingUrlList)); parent.StartCoroutine(LayerSetting.LoadCsvAsync(SettingData.LayerSettingUrlList)); parent.StartCoroutine(SceneGallerySetting.LoadCsvAsync(SettingData.SceneGallerySettingUrlList)); while (!IsLoadEndCsv()) { yield return(0); } }
/// <summary> /// 起動時の初期化 /// </summary> /// <param name="rootDirResource">ルートディレクトリのリソース</param> public void BootInit(string rootDirResource) { SettingData.BootInit(rootDirResource); LayerSetting.BootInit(SettingData); ScenarioSetting.BootInit(SettingData); CharacterSetting.BootInit(SettingData); TextureSetting.BootInit(SettingData); SoundSetting.BootInit(SettingData); SceneGallerySetting.BootInit(SettingData); }
/// <summary> /// データをクリア /// </summary> public void Clear() { settingData = new AdvBootSetting(); LayerSetting.Clear(); CharacterSetting.Clear(); TextureSetting.Clear(); SoundSetting.Clear(); ScenarioSetting.Clear(); DefaultParam.Clear(); SceneGallerySetting.Clear(); }
//save sequence private void button3_Click(object sender, RoutedEventArgs e) { if (SelectedSequence == null) {//add new sequence //SoundServiceSingleton.Instance.RemoveAllSoundsForUser(UserService.SelectedUser); SoundSequence soundSequence = new SoundSequence(); foreach (var sound in SoundsInSequence) { SoundSetting soundSetting = new SoundSetting() { Sound = sound }; soundSequence.Sounds.Add(soundSetting); } if (IsUserSequence.HasValue && IsUserSequence.Value == true && UserService.SelectedUser != null) { soundSequence.User = UserService.SelectedUser; } else { soundSequence.User = null; } soundSequence.Name = SequenceName; SoundServiceSingleton.Instance.SaveSoundSequence(soundSequence); //reload sequences combobox after add new LoadSequences(); } else {//update existing SelectedSequence.Name = SequenceName; SelectedSequence.Sounds.Clear(); SoundsInSequence.ForEach(x => SelectedSequence.Sounds.Add(new SoundSetting() { Sound = x })); if (IsUserSequence.HasValue && IsUserSequence.Value == true && UserService.SelectedUser != null) { SelectedSequence.User = UserService.SelectedUser; } else { SelectedSequence.User = null; } SoundServiceSingleton.Instance.SaveSoundSequence(SelectedSequence); } }
private void SetSettings(SoundSetting setting) { GlobalSettings = setting; using (var list = GetPlayingAudioItemsCopy()) { foreach (var item in list) { ApplySetting(item); } } }
private void SetSettings <TEnum>(SoundSetting setting) { using (var list = GetPlayingAudioItemsCopy <TEnum>()) { var type = typeof(TEnum); GroupSettings[type] = setting; foreach (var item in list) { ApplySetting(item); } } }
private void SaveSetting() { _dirty = false; LocalizationManager.Instance.SetLanguage(_languageDropdown.options[_languageDropdown.value].text); SoundSetting soundSetting = new SoundSetting { bgVolume = _bgVolumeSlider.value, fxVolume = _fxVolumeSlider.value, speakVolume = _speackVolumeSlider.value }; GameDataManager.Instance.SaveSoundSetting(soundSetting); }
/// <summary> /// 用于刷新显示声音状态 /// </summary> /// <param name="_soundClose"></param> private void UpdataSoundButton() { if (AppConfig.m_config.SoundClose == false) { btnTitelSound.Visibility = Visibility.Visible; btnTitelSoundClose.Visibility = Visibility.Collapsed; SoundSetting.SoundClose(false); } else { btnTitelSound.Visibility = Visibility.Collapsed; btnTitelSoundClose.Visibility = Visibility.Visible; SoundSetting.SoundClose(true); } }
private SoundSetting GetResultingSetting(Type type, int value) { var key = new EnumComparerKey(type, value); var groupSetting = GroupSettings.ContainsKey(type) ? GroupSettings[type] : SoundSetting.Default; var soundSetting = SoundSettings.ContainsKey(key) ? SoundSettings[key] : SoundSetting.Default; var resultingSetting = new SoundSetting(); resultingSetting.Mute = GlobalSettings.Mute || groupSetting.Mute || soundSetting.Mute; resultingSetting.Pitch = GlobalSettings.Pitch * groupSetting.Pitch * soundSetting.Pitch; resultingSetting.Volume = GlobalSettings.Volume * groupSetting.Volume * soundSetting.Volume; return(resultingSetting); }
/// <summary> /// 起動時の初期化 /// </summary> /// <param name="rootDirResource">ルートディレクトリのリソース</param> public void BootInit(string rootDirResource) { if (importVersion < Version) { Debug.LogError("Version Error! Please Import Scenario Data"); } SettingData.BootInit(rootDirResource); LayerSetting.BootInit(SettingData); CharacterSetting.BootInit(SettingData); TextureSetting.BootInit(SettingData); SoundSetting.BootInit(SettingData); DefaultParam.BootInit(); SceneGallerySetting.BootInit(SettingData); ScenarioSetting.BootInit(SettingData); PageContoroller.Clear(); }
private void SetSettings <TEnum>(TEnum sound, SoundSetting setting) where TEnum : struct, IComparable, IConvertible, IFormattable { using (var list = GetPlayingAudioItemsCopy(sound)) { var type = typeof(TEnum); var value = EnumInt32ToInt.Convert(sound); var key = new EnumComparerKey(type, value); SoundSettings[key] = setting; foreach (var item in list) { ApplySetting(item); } } }
public static List<SoundSetting> CopyFromSetting(Guid userId,Guid copyUserId) { List<SoundSetting> newSoundSettings = new List<SoundSetting>(); List<string> soundKeys = new List<string>(); using (SqlConnection sqlConnection = DataAccess.GetInstance().GetSqlConnection()) { SqlCommand command = sqlConnection.CreateCommand(); command.CommandText = "dbo.CopyFromSoundSetting"; command.CommandType = CommandType.StoredProcedure; command.Parameters.Add(new SqlParameter("@userId",userId)); command.Parameters.Add(new SqlParameter("@copyUserId",copyUserId)); using (SqlDataReader reader = command.ExecuteReader()) { while(reader.Read()) { SoundSetting setting = new SoundSetting(); SoundType soundType = reader["SoundType"].ConvertToEnumValue<SoundType>(); setting.SoundKey = reader["ParameterKey"].ConvertToEnumValue<SoundOption>(); setting.SoundPath = (string)reader["ParameterValue"]; setting.SoundType = soundType; newSoundSettings.Add(setting); soundKeys.Add(setting.SoundKey.ToString()); } reader.NextResult(); while (reader.Read()) { SoundOption soundKey = reader["SoundKey"].ConvertToEnumValue<SoundOption>(); if (soundKeys.Contains(soundKey.ToString())) continue; SoundType soundType = reader["SoundType"].ConvertToEnumValue<SoundType>(); SoundSetting setting = new SoundSetting(); setting.SoundKey = soundKey; setting.SoundPath = string.Empty; setting.SoundType = soundType; newSoundSettings.Add(setting); } } } return newSoundSettings; }
public static void Play(this AudioSource audioSource, AudioClip clip) { var clipNamePrefix = clip.name.Split('_')[0]; SoundSetting soundSetting = GameDataManager.Instance.GetSoundSetting(); if (clipNamePrefix == "BG") { audioSource.volume = soundSetting.bgVolume; } else if (clipNamePrefix == "FX") { audioSource.volume = soundSetting.fxVolume; } else if (clipNamePrefix == "Speack") { audioSource.volume = soundSetting.speakVolume; } audioSource.PlayOneShot(clip); }
/// <summary> /// 設定データのエクセルシートを読み込む /// </summary> /// <param name="sheetName">シート名</param> /// <param name="grid">シートのStringGridデータ</param> public void ParseFromExcel(string sheetName, StringGrid grid) { importVersion = Version; switch (sheetName) { case SheetNameBoot: SettingData.InitFromStringGrid(grid); break; case SheetNameScenario: ScenarioSetting.InitFromStringGrid(grid); break; case SheetNameCharacter: CharacterSetting.InitFromStringGrid(grid); break; case SheetNameTexture: TextureSetting.InitFromStringGrid(grid); break; case SheetNameSound: SoundSetting.InitFromStringGrid(grid); break; case SheetNameLayer: LayerSetting.InitFromStringGrid(grid); break; case SheetNameParam: DefaultParam.InitFromStringGrid(grid); break; case SheetNameSceneGallery: SceneGallerySetting.InitFromStringGrid(grid); break; default: Debug.LogError(LanguageAdvErrorMsg.LocalizeTextFormat(AdvErrorMsg.NotSettingSheet, sheetName)); break; } }
public static byte[] CreatePlayingRegisteredSoundData(MelodySpeakerModel model, bool specifySound, MelodySpeakerSoundStorageArea soundStorageArea, int soundNumber, bool specifyVolume, int volume) { IMelodySpeakerCommandBuilder builder = StarIoExt.CreateMelodySpeakerCommandBuilder(model); SoundSetting setting = new SoundSetting(); if (specifySound) { setting.SoundStorageArea = soundStorageArea; setting.SoundNumber = soundNumber; } if (specifyVolume) { setting.Volume = volume; } builder.AppendSound(setting); return(builder.Commands); }
public static byte[] CreatePlayingSoundData(MelodySpeakerModel model, string filePath, bool specifyVolume, int volume) { byte[] data = null; using (FileStream stream = new FileStream(filePath, FileMode.Open, FileAccess.Read, FileShare.Read)) { data = new byte[stream.Length]; stream.Read(data, 0, data.Length); } IMelodySpeakerCommandBuilder builder = StarIoExt.CreateMelodySpeakerCommandBuilder(model); SoundSetting setting = new SoundSetting(); if (specifyVolume) { setting.Volume = volume; } builder.AppendSoundData(data, setting); return(builder.Commands); }
private void ReadSetting() { string[] allLanguageNames = LocalizationManager.Instance.GetAllLanguages(); _languageDropdown.options = allLanguageNames.Select(l => new Dropdown.OptionData(l)) .ToList(); string currLanguageName = LocalizationManager.Instance.GetCurrLanguageName(); int i = 0; while (i < allLanguageNames.Length) { if (allLanguageNames[i] == currLanguageName) { break; } ++i; } _languageDropdown.value = i; SoundSetting soundSetting = GameDataManager.Instance.GetSoundSetting(); _bgVolumeSlider.value = soundSetting.bgVolume; _fxVolumeSlider.value = soundSetting.fxVolume; _speackVolumeSlider.value = soundSetting.speakVolume; }
public void SaveSoundSettings(SoundSetting soundSetting) { SoundSettingRepositorySingleton.Instance.Save(soundSetting); SoundSettingRepositorySingleton.Instance.Flush(); }
public void SaveSoundSetting(SoundSetting soundSetting) { _gameDataSetting.soundSetting = soundSetting; SaveSetting(); }
/// <summary> /// Load setting from file /// </summary> public void LoadSettingFile() { soundSetting = new SoundSetting(Application.persistentDataPath + "/" + ExternalFilePath.SOUND_SETTING); soundSetting.LoadSettingFile(); }
public static SettingsParameter LoadSettingsParameter(Guid userId) { SettingsParameter settingsParameter = new SettingsParameter(); DealingOrderParameter dealingOrderParameter = new DealingOrderParameter(); SetValueSetting setValueSetting = new SetValueSetting(); List<SoundSetting> soundSettings = new List<SoundSetting>(); List<string> soundKeys = new List<string>(); try { using (SqlConnection con = DataAccess.GetInstance().GetSqlConnection()) { using (SqlCommand command = con.CreateCommand()) { command.CommandText = "[dbo].[P_GetSettingParameter]"; command.CommandType = CommandType.StoredProcedure; command.Parameters.Add(new SqlParameter("@userID", userId)); using (SqlDataReader reader = command.ExecuteReader()) { while (reader.Read()) { //Guid id = (Guid)reader["Id"]; if (settingsParameter.SettingId == Guid.Empty) { Guid settingId = (Guid)reader["SettingsId"]; settingsParameter.SettingId = settingId; } SettingParameterType SettingType = reader["SettingType"].ConvertToEnumValue<SettingParameterType>(); string parameterKey = (string)reader["ParameterKey"]; string parameterValue = (string)reader["ParameterValue"]; if (SettingType == SettingParameterType.DealingOrderParameter) { SettingParameterHelper.UpdateSettingValue(dealingOrderParameter, parameterKey, parameterValue); } else if (SettingType == SettingParameterType.SoundParameter) { SoundSetting setting = new SoundSetting(); SoundType soundType = reader["SoundType"].ConvertToEnumValue<SoundType>(); setting.SoundKey = (SoundOption)Enum.Parse(typeof(SoundOption), parameterKey); setting.SoundPath = parameterValue; setting.SoundType = soundType; soundSettings.Add(setting); soundKeys.Add(parameterKey); } else if (SettingType == SettingParameterType.SetValueParameter) { SettingParameterHelper.UpdateSettingValue(setValueSetting, parameterKey, parameterValue); } } reader.NextResult(); while (reader.Read()) { string soundKey = (string)reader["SoundKey"]; if (soundKeys.Contains(soundKey)) continue; SoundType soundType = reader["SoundType"].ConvertToEnumValue<SoundType>(); SoundSetting setting = new SoundSetting(); setting.SoundKey = (SoundOption)Enum.Parse(typeof(SoundOption), soundKey); setting.SoundPath = string.Empty; setting.SoundType = soundType; soundSettings.Add(setting); } } } } } catch (Exception ex) { Logger.TraceEvent(TraceEventType.Error, "ExchangeData.LoadSettingsParameter Error:\r\n" + ex.ToString()); } settingsParameter.DealingOrderParameter = dealingOrderParameter; settingsParameter.SetValueSetting = setValueSetting; settingsParameter.SoundSettings = soundSettings; return settingsParameter; }
private void Awake() { _instance = this; }
public void SetSetting(SoundSetting setting) { Source.mute = setting.Mute; Source.pitch = OriginalPitch * setting.Pitch; Source.volume = OriginalVolume * setting.Volume; }
/// <summary> /// Event handler for when the Sound menu entry is selected. /// </summary> void SoundMenuEntrySelected(object sender, PlayerIndexEventArgs e) { _currentSoundSetting++; if (_currentSoundSetting > SoundSetting.Off) _currentSoundSetting = 0; SetMenuEntryText(); if (_currentSoundSetting == SoundSetting.Off) { Player.soundOff = true; } else { Player.soundOff = false; } }