SetCustomCurve() 개인적인 메소드

private SetCustomCurve ( AudioSourceCurveType type, AnimationCurve curve ) : void
type AudioSourceCurveType
curve AnimationCurve
리턴 void
예제 #1
0
 static public int SetCustomCurve(IntPtr l)
 {
     try {
         UnityEngine.AudioSource          self = (UnityEngine.AudioSource)checkSelf(l);
         UnityEngine.AudioSourceCurveType a1;
         checkEnum(l, 2, out a1);
         UnityEngine.AnimationCurve a2;
         checkType(l, 3, out a2);
         self.SetCustomCurve(a1, a2);
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static int SetCustomCurve(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.AudioSource          obj  = (UnityEngine.AudioSource)ToLua.CheckObject <UnityEngine.AudioSource>(L, 1);
         UnityEngine.AudioSourceCurveType arg0 = (UnityEngine.AudioSourceCurveType)ToLua.CheckObject(L, 2, TypeTraits <UnityEngine.AudioSourceCurveType> .type);
         UnityEngine.AnimationCurve       arg1 = (UnityEngine.AnimationCurve)ToLua.CheckObject <UnityEngine.AnimationCurve>(L, 3);
         obj.SetCustomCurve(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #3
0
 static int SetCustomCurve(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 3);
         UnityEngine.AudioSource          obj  = (UnityEngine.AudioSource)ToLua.CheckObject(L, 1, typeof(UnityEngine.AudioSource));
         UnityEngine.AudioSourceCurveType arg0 = (UnityEngine.AudioSourceCurveType)LuaDLL.luaL_checknumber(L, 2);
         UnityEngine.AnimationCurve       arg1 = (UnityEngine.AnimationCurve)ToLua.CheckObject(L, 3, typeof(UnityEngine.AnimationCurve));
         obj.SetCustomCurve(arg0, arg1);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #4
0
 //Transfers audio settings to an audio source
 public void TransferToAudioSource(AudioSource source)
 {
     source.loop = Loop;
     source.volume = Volume;
     source.clip = AudioClip;
     source.bypassEffects = BypassEffects;
     source.bypassListenerEffects = BypassListenerEffects;
     source.bypassReverbZones = BypassReverbZones;
     source.dopplerLevel = DopplerLevel;
     source.maxDistance = MaxDistance;
     source.minDistance = MinDistance;
     source.mute = Mute;
     source.outputAudioMixerGroup = OutputAudioMixerGroup;
     source.panStereo = PanStereo;
     source.pitch = Pitch;
     source.priority = Priority;
     source.rolloffMode = RolloffMode;
     source.spatialBlend = SpatialBlend;
     source.reverbZoneMix = ReverbZoneMix;
     source.spatialize = Spatialize;
     if(RolloffMode == AudioRolloffMode.Custom)
     {
         source.SetCustomCurve(AudioSourceCurveType.CustomRolloff, CustomRolloffCurve);
     }
 }