private void StartMusic(MusicChange data) { this.m_fadingOutMusic = false; if (this.m_music != null && this.m_musicPrefab != data.music.gameObject) { this.StopMusic(); } if (this.m_music == null) { this.m_music = Singleton <AudioManager> .Instance.SpawnMusic(data.music); this.m_musicPrefab = data.music.gameObject; this.m_musicPrefabInstanceID = this.m_musicPrefab.GetInstanceID(); float time; if (data.option == MusicManager.MusicStartOption.StartFromPreviousPosition && this.m_musicPositions.TryGetValue(this.m_musicPrefabInstanceID, out time)) { this.m_music.GetComponent <AudioSource>().time = time; } this.m_music.GetComponent <AudioSource>().volume = this.m_musicPrefab.GetComponent <AudioSource>().volume *this.m_globalMusicVolume; this.m_music.GetComponent <AudioSource>().Play(); } else { this.m_music.GetComponent <AudioSource>().volume = this.m_musicPrefab.GetComponent <AudioSource>().volume *this.m_globalMusicVolume; if (!this.m_music.GetComponent <AudioSource>().isPlaying) { this.m_music.GetComponent <AudioSource>().Play(); } } }
public MusicPattern() : base() { music = new List <Music>(); music.Add(new Music()); musicChange = MusicChange.NEXT_MUSIC_CHANGE; currentMusicIndex = 0; }
public MusicPattern(List <Music> music, List <IMovingStrategy> movingStrategies, List <IShootingStrategy> shootingStrategies, List <float> multiples, List <StageChange> stageChanges, int movingStrategyIndex, int shootingStrateyIndex, int multiplesIndex, bool isPrimaryPattern) : base(movingStrategies, shootingStrategies, multiples, stageChanges, movingStrategyIndex, shootingStrateyIndex, multiplesIndex, isPrimaryPattern) { this.music = music; musicChange = MusicChange.NEXT_MUSIC_CHANGE; }