Exemplo n.º 1
0
    /// <summary>
    /// Creates a SoundConnection.  You can use a scene name or a custom name.  Will default to ContinousPlayThrough.
    /// </summary>
    /// <returns>
    /// The SoundConnection.
    /// </returns>
    /// <param name='lvl'>
    /// The level name of the SoundConnection.
    /// </param>
    /// <param name='audioList'>
    /// Audio list.
    /// </param>
    public static SoundConnection CreateSoundConnection(string lvl, params AudioClip[] audioList)
    {
        SoundConnection sc = new SoundConnection(lvl, SoundManager.PlayMethod.ContinuousPlayThrough, audioList);

        if (!Application.CanStreamedLevelBeLoaded(lvl))
        {
            sc.SetToCustom();
        }
        return(sc);
    }
Exemplo n.º 2
0
    /// <summary>
    /// Creates a SoundConnection.  You can use a scene name or a custom name.  This overload is used for PlayMethods that use Random Delay In Range.
    /// </summary>
    /// <returns>
    /// The SoundConnection.
    /// </returns>
    /// <param name='lvl'>
    /// The level name of the SoundConnection.
    /// </param>
    /// <param name='method'>
    /// The PlayMethod.
    /// </param>
    /// <param name='minDelayPlay'>
    /// The minimum delay.
    /// </param>
    /// <param name='maxDelayPlay'>
    /// The maximum delay.
    /// </param>
    /// <param name='audioList'>
    /// Audio list.
    /// </param>
    public static SoundConnection CreateSoundConnection(string lvl, SoundManager.PlayMethod method, float minDelayPlay, float maxDelayPlay, params AudioClip[] audioList)
    {
        SoundConnection sc = new SoundConnection(lvl, method, minDelayPlay, maxDelayPlay, audioList);

        if (!Application.CanStreamedLevelBeLoaded(lvl))
        {
            sc.SetToCustom();
        }
        return(sc);
    }
Exemplo n.º 3
0
    private void AddSoundConnection()
    {
        SoundManagerEditorTools.RegisterObjectChange("Add SoundConnection", script);

        SoundConnection sc = null;

        switch (playMethodToAdd)
        {
        case SoundManager.PlayMethod.ContinuousPlayThrough:
        case SoundManager.PlayMethod.OncePlayThrough:
        case SoundManager.PlayMethod.ShufflePlayThrough:
            sc = new SoundConnection(levelToAdd, playMethodToAdd, soundsToAdd.ToArray());
            break;

        case SoundManager.PlayMethod.ContinuousPlayThroughWithDelay:
        case SoundManager.PlayMethod.OncePlayThroughWithDelay:
        case SoundManager.PlayMethod.ShufflePlayThroughWithDelay:
            sc = new SoundConnection(levelToAdd, playMethodToAdd, delayToAdd, soundsToAdd.ToArray());
            break;

        case SoundManager.PlayMethod.ContinuousPlayThroughWithRandomDelayInRange:
        case SoundManager.PlayMethod.OncePlayThroughWithRandomDelayInRange:
        case SoundManager.PlayMethod.ShufflePlayThroughWithRandomDelayInRange:
            sc = new SoundConnection(levelToAdd, playMethodToAdd, minDelayToAdd, maxDelayToAdd, soundsToAdd.ToArray());
            break;
        }

        if (isCustom)
        {
            sc.SetToCustom();
            levelToAdd       = defaultName;
            repaintNextFrame = true;
        }

        script.soundConnections.Add(sc);

        RecalculateBools();
        EditorUtility.SetDirty(script);
        SceneView.RepaintAll();
    }
    private void AddSoundConnection()
    {
        SoundManagerEditorTools.RegisterObjectChange("Add SoundConnection", script);

        SoundConnection sc = null;
        switch (playMethodToAdd)
        {
        case SoundManager.PlayMethod.ContinuousPlayThrough:
        case SoundManager.PlayMethod.OncePlayThrough:
        case SoundManager.PlayMethod.ShufflePlayThrough:
            sc = new SoundConnection(levelToAdd, playMethodToAdd, soundsToAdd.ToArray());
            break;
        case SoundManager.PlayMethod.ContinuousPlayThroughWithDelay:
        case SoundManager.PlayMethod.OncePlayThroughWithDelay:
        case SoundManager.PlayMethod.ShufflePlayThroughWithDelay:
            sc = new SoundConnection(levelToAdd, playMethodToAdd, delayToAdd, soundsToAdd.ToArray());
            break;
        case SoundManager.PlayMethod.ContinuousPlayThroughWithRandomDelayInRange:
        case SoundManager.PlayMethod.OncePlayThroughWithRandomDelayInRange:
        case SoundManager.PlayMethod.ShufflePlayThroughWithRandomDelayInRange:
            sc = new SoundConnection(levelToAdd, playMethodToAdd, minDelayToAdd, maxDelayToAdd, soundsToAdd.ToArray());
            break;
        }

        if(isCustom)
        {
            sc.SetToCustom();
            levelToAdd = defaultName;
            repaintNextFrame = true;
        }

        script.soundConnections.Add(sc);

        RecalculateBools();
        EditorUtility.SetDirty(script);
        SceneView.RepaintAll();
    }