Пример #1
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 public void ExitEncounter()
 {
     // In a full game, your code should remember the player's last area and return there
     SceneManager.LoadScene("Overworld");
     StartCoroutine(AudioFadeScript.FadeOut(battleTheme, 0.5f));
     StartCoroutine(AudioFadeScript.FadeIn(mainTheme, 5f));
 }
Пример #2
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 public void FadeInAmbient()
 {
     if (!isPlayingAmbient)
     {
         isPlayingAmbient = true;
         StartCoroutine(AudioFadeScript.FadeIn(musicSource, 1f, false));
     }
 }
Пример #3
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 public void FadeSoundIn()
 {
     AudioSource[] soundsInScene = FindObjectsOfType <AudioSource>();
     //for eaach audiosource in the scene, the source and fade time are passed to the public static method AudioFadeScript
     foreach (AudioSource sound in soundsInScene)
     {
         StartCoroutine(AudioFadeScript.FadeIn(sound, 1.5f));
     }
 }
Пример #4
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 public void FlySoundPlay()
 {
     // FlySound.Stop();
     // FlySound.volume = 0;
     AudioFadeScript.Instance.StopAllCoroutines();
     // doonce = true;
     if (!FlySound.isPlaying)
     {
         StartCoroutine(AudioFadeScript.FadeIn(FlySound, 0.01f));
     }
 }
Пример #5
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 public void FadeInAudioSource(AudioSource audioSource)
 {
     StartCoroutine(AudioFadeScript.FadeIn(audioSource, 0.5f, true));
 }
Пример #6
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 public void FadeIn()
 {
     StartCoroutine(AudioFadeScript.FadeIn(music2, 2.5f));
 }
Пример #7
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 public void FadeInBackgroundMusic()
 {
     StartCoroutine(AudioFadeScript.FadeIn(audio, FadeInTime));
 }
Пример #8
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 public void EnterEncounter()
 {
     SceneManager.LoadScene("BattleScene");
     StartCoroutine(AudioFadeScript.FadeOut(mainTheme, 0.5f));
     StartCoroutine(AudioFadeScript.FadeIn(battleTheme, 5f));
 }