public void Play(E_SFX clip)
    {
        switch (clip)
        {
        case E_SFX.Injury:
            PlayAudio(injury[Random.Range(0, injury.Length)]);
            break;

        case E_SFX.Success:
            PlayAudio(success);
            break;

        case E_SFX.Heal:
            PlayAudio(heal);
            break;

        case E_SFX.Death:
            PlayAudio(death);
            break;

        case E_SFX.GameOver:
            PlayAudio(death);
            break;

        default:
            break;
        }
    }
Пример #2
0
    public override void InitializeManager()
    {
        if (m_AudioSource == null)
        {
            m_AudioSource = gameObject.AddComponent <AudioSource>();
        }

        AudioClip[] bgms = Resources.LoadAll <AudioClip>("Sounds/BGM");

        for (int i = 0; i < bgms.Length; i++)
        {
            string soundName = bgms[i].name;
            E_BGM  bgm       = (E_BGM)Enum.Parse(typeof(E_BGM), soundName);
#if UNITY_EDITOR
            Debug.Log(bgms[i].name + "Load Success");
#endif
            m_dicBGM.Add(bgm, bgms[i]);
        }

        AudioClip[] sounds = Resources.LoadAll <AudioClip>("Sounds/SFX");

        for (int i = 0; i < sounds.Length; i++)
        {
            string soundName = sounds[i].name;
            E_SFX  sfx       = (E_SFX)Enum.Parse(typeof(E_SFX), soundName);
#if UNITY_EDITOR
            Debug.Log(sounds[i].name + "Load Success");
#endif
            m_dicSound.Add(sfx, sounds[i]);
        }

        return;
    }
Пример #3
0
    public void PlaySFX(E_SFX _sfx)
    {
        AudioClip clip;

        if (m_dicSound.TryGetValue(_sfx, out clip))
        {
            m_AudioSource.PlayOneShot(clip);
        }
    }
Пример #4
0
    public void PlaySFX(E_SFX sfx)
    {
        AudioClip clip = null;

        AudioClip[] cliplist = null;
        switch (sfx)
        {
        case E_SFX.CLICK:
            cliplist = SFXClick;
            break;

        case E_SFX.SLIDE:
            cliplist = SFXSlide;
            break;

        case E_SFX.GROWL:
            cliplist = SFXGrowl;
            break;

        case E_SFX.FOOTSTEP:
            cliplist = SFXFootStep;
            break;

        case E_SFX.GOLD:
            cliplist = SFXGold;
            break;

        case E_SFX.INVENOPEN:
            cliplist = SFXInvenOpen;
            break;

        case E_SFX.UNDERTAKE:
            cliplist = SFXUndertake;
            break;
        }
        clip = cliplist[Random.Range(0, cliplist.Length)];

        SFXAudio.PlayOneShot(clip, SettingUIManager.GetInstance().GetSFXVolume());
    }