예제 #1
0
 /// <summary> Resets this instance to the default values </summary>
 public void Reset()
 {
     SoundData      = new SoundyData();
     AnimatorEvents = new List <AnimatorEvent>();
     GameEvents     = new List <string>();
     Event          = new UnityEvent();
     Action         = delegate { };
 }
예제 #2
0
 /// <summary> Set a new SoundyData that will be used by Soundy to play a sound when this UIAction is invoked </summary>
 /// <param name="soundyData"> SoundyData used by Soundy to play a sound when this UIAction is invoked </param>
 public UIAction SetSoundyData(SoundyData soundyData)
 {
     if (soundyData == null)
     {
         return(this);
     }
     SoundData = soundyData;
     return(this);
 }
        public override void CopyNode(Node original)
        {
            base.CopyNode(original);
            var node = (SoundNode)original;

            SoundData = new SoundyData
            {
                AudioClip             = node.SoundData.AudioClip,
                DatabaseName          = node.SoundData.DatabaseName,
                OutputAudioMixerGroup = node.SoundData.OutputAudioMixerGroup,
                SoundName             = node.SoundData.SoundName,
                SoundSource           = node.SoundData.SoundSource
            };
            SoundAction = node.SoundAction;
        }
예제 #4
0
        private void UpdateThisAudioDataPreviewReference(SerializedProperty property)
        {
            if (SoundyDataDatabase.ContainsKey(property.propertyPath))
            {
                SoundyDataDatabase.Remove(property.propertyPath);
            }

            var soundyData = new SoundyData
            {
                DatabaseName          = Properties.Get(PropertyName.DatabaseName, property).stringValue,
                SoundName             = Properties.Get(PropertyName.SoundName, property).stringValue,
                AudioClip             = (AudioClip)Properties.Get(PropertyName.AudioClip, property).objectReferenceValue,
                OutputAudioMixerGroup = (AudioMixerGroup)Properties.Get(PropertyName.OutputAudioMixerGroup, property).objectReferenceValue
            };

            SoundyDataDatabase.Add(property.propertyPath, soundyData);
        }