public static playClipAt ( |
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clip | ||
pos | Vector3 | |
Результат |
void playBoom() { //AnimationCurve volumeCurve = new AnimationCurve( new Keyframe(-0.001454365f, 0.006141067f, -3.698472f, -3.698472f), new Keyframe(0.004859668f, 1.392618f, -4.544237f, -4.544237f), new Keyframe(0.9999977f, 0.00601998f, -0.1788428f, -0.1788428f)); //AnimationCurve frequencyCurve = new AnimationCurve( new Keyframe(2.99277E-05f, 0.002244899f, 0.01912267f, 0.01912267f), new Keyframe(0.9984757f, 0.06040816f, 0f, 0f)); //AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, new LeanAudioOptions().setVibrato( new Vector3[]{ new Vector3(0.002f,0.6f,0f)} )); LeanAudio.playClipAt(boomClip, Vector3.zero); }
private void OnSwitch(bool up, Switchable source) { // We know these are 1-based if (int.TryParse(source.name, out int id)) { if (!selectedSwitches.Contains(id)) { selectedSwitches.Add(id); } if (!up) { if (id == correctFuseToSwitchOff) { spitznsparkz.SetActive(false); Finish(); } } else if (id == 11 || id == 13) { catastrophicFail = true; spitznsparkz.SetActive(true); LeanAudio.playClipAt(scream, spitznsparkz.transform.position); Finish(); } } }
public virtual void PlayActiveSound() { if (activeSound) { LeanAudio.playClipAt(activeSound, transform.position).spatialBlend = 1f; } }
public static AudioSource play(AudioClip audio, float volume) { AudioSource audioSource = LeanAudio.playClipAt(audio, Vector3.zero); audioSource.volume = volume; return(audioSource); }
static public int playClipAt_s(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.AudioClip a1; checkType(l, 1, out a1); UnityEngine.Vector3 a2; checkType(l, 2, out a2); var ret = LeanAudio.playClipAt(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
public static AudioSource play(AudioClip audio, Vector3 pos, float volume) { AudioSource audioSource = LeanAudio.playClipAt(audio, pos); audioSource.minDistance = 1f; audioSource.volume = volume; return(audioSource); }
void playBoom() { AnimationCurve volumeCurve = new AnimationCurve(new Keyframe(-0.001454365f, 0.006141067f, -3.698472f, -3.698472f), new Keyframe(0.01393294f, 2f, -3.613532f, -3.613532f), new Keyframe(0.9999977f, 0.00601998f, -0.1788428f, -0.1788428f)); AnimationCurve frequencyCurve = new AnimationCurve(new Keyframe(2.99277E-05f, 0.002244899f, 0.01912267f, 0.01912267f), new Keyframe(0.9984757f, 0.06040816f, 0f, 0f)); AudioClip audioClip = LeanAudio.createAudio(volumeCurve, frequencyCurve, new LeanAudioOptions().setVibrato(new Vector3[] { new Vector3(0.1f, 0f, 0f) }).setFrequency(11025)); LeanAudio.playClipAt(audioClip, Vector3.zero); }
public void PopUp(float time = 0f) { upTime = time; isActive = true; shootable.Dormant = false; timeCounter = 0f; gameObject.SetActive(true); if (popupNoise) { LeanAudio.playClipAt(popupNoise, transform.position).spatialBlend = 1f; } LeanTween.rotateLocal(gameObject, endAngle, popTime) .setEaseOutBounce(); }
public virtual void SetActiveHarm(bool harm) { IsHarmful = harm; if (activeVisual) { activeVisual.SetActive(harm); } if (audioLooper) { audioLooper.Sync(harm); } if (activeSound && harm) { LeanAudio.playClipAt(activeSound, transform.position).spatialBlend = 1f; } }
static public int playClipAt_s(IntPtr l) { try { UnityEngine.AudioClip a1; checkType(l, 1, out a1); UnityEngine.Vector3 a2; checkType(l, 2, out a2); var ret = LeanAudio.playClipAt(a1, a2); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static int playClipAt(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.AudioClip arg0 = (UnityEngine.AudioClip)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.AudioClip)); UnityEngine.Vector3 arg1 = ToLua.ToVector3(L, 2); UnityEngine.AudioSource o = LeanAudio.playClipAt(arg0, arg1); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public static AudioSource play(AudioClip audio, Vector3 pos) { return(LeanAudio.playClipAt(audio, pos)); }
public void Roll() { LeanAudio.playClipAt(roll, transform.position).spatialBlend = .5f; }
public void RightFoot() { LeanAudio.playClipAt(rightFoot, hostObject.position); }
public void Roll() { LeanAudio.playClipAt(roll, hostObject.position); }
public void Skid() { LeanAudio.playClipAt(skid, hostObject.position); }
public void Skid() { LeanAudio.playClipAt(skid, transform.position).spatialBlend = .5f; }
public void RightFoot() { LeanAudio.playClipAt(rightFoot, transform.position).spatialBlend = .5f; }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateMove is called right after Animator.OnAnimatorMove() //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // // Implement code that processes and affects root motion //} // OnStateIK is called right after Animator.OnAnimatorIK() //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // // Implement code that sets up animation IK (inverse kinematics) //} public void LeftFoot() { LeanAudio.playClipAt(leftFoot, hostObject.position); }