Exemplo n.º 1
0
 public AKStateGroup(AKGroupCfg cfg)
 {
     source      = cfg;
     ID          = cfg.id;
     TriggerList = cfg.triggerList;
     CurrState   = cfg.defaultState;
 }
Exemplo n.º 2
0
        public static AKGroupCfg SimAKGroup1()
        {
            var co = new AKGroupCfg();

            co.id     = 11;
            co.type   = AudioGroupType.SwitchGroup;
            co.name   = "Gun_shot_mode_type";
            co.states = new List <string>()
            {
                "Gun_shot_mode_type_single", "Gun_shot_mode_type_triple"
            };
            co.defaultState = "Gun_shot_mode_type_single";
            return(co);
        }
Exemplo n.º 3
0
        public static AKGroupCfg SimAKGroup2()
        {
            var co = new AKGroupCfg();

            co.id     = 12;
            co.type   = AudioGroupType.StateGroup;
            co.name   = "Global_camera";
            co.states = new List <string>()
            {
                "Global_camera_overwater", "Global_camera_underwater"
            };
            co.defaultState = "Global_camera_overwater";
            return(co);
        }
Exemplo n.º 4
0
        public AKTypesController()
        {
            var groupList = AKGroupCfg.Gather();
            IEnumerator <AKGroupCfg> enumerator = groupList.GetEnumerator();
            AKGroupCfg cfg;

            while (enumerator.MoveNext())
            {
                cfg = enumerator.Current;
                if (cfg.type == AudioGroupType.StateGroup)
                {
                    typeState_ConfigId_Datas.Add(cfg.id, new AKStateGroup(cfg));
                }
            }
            AKSwitchGroup.CfgFinder = AKGroupCfg.FindById;
        }
Exemplo n.º 5
0
 public AKSwitchGroup(AKGroupCfg cfg, UnityEngine.GameObject target) : base(cfg)
 {
     BindObject = target;
 }