public void Right(int myType) { if (!_manager.PlayerReady()) { return; } if ((MusicTypes)myType != current_type || inTransition) { return; } menu_animator.SetTrigger("Right"); inTransition = true; int new_type = myType - 1; current_type = new_type < 0 ? (MusicTypes)new_type + 3 : (MusicTypes)new_type; _manager.SetColors((float)current_type / 3F); _manager.ResetActionTimer(); for (int i = 0; i < 3; i++) { help_panels[i].SetActive(i == (int)current_type); } _music.Fade((int)current_type); }
public void PlayMusic(MusicTypes type) { audioSource.Stop(); audioSource.loop = true; audioSource.volume = maxVolume; switch (type) { case MusicTypes.normal: audioSource.clip = normalMusic; break; case MusicTypes.nightmare: audioSource.clip = nightmareMusic; break; case MusicTypes.win: audioSource.clip = winMusic; break; case MusicTypes.menu: audioSource.clip = menuMusic; break; default: audioSource.clip = normalMusic; break; } audioSource.Play(); }
public async Task <IActionResult> update(int musicTypeId, [FromBody] MusicTypes musicTypes) { try { _logger.LogInfo(ControllerContext.ActionDescriptor.DisplayName); var isExists = await _musicTypesService.isExists(x => x.Id == musicTypeId); if (!isExists) { return(CustomNotFound(musicTypeId)); } else { var isNameUnique = await _musicTypesService.isExists(x => x.Name.ToLower() == musicTypes.Name.ToLower()); if (ModelState.IsValid && isNameUnique == false) { var musicType = await _musicTypesService.GetByID(musicTypeId); musicType.Result.Name = musicTypes.Name; var updateMusicTypes = await _musicTypesService.Update(musicType.Result); InfoLog($"{ControllerContext.ActionDescriptor.DisplayName} MusicTypes Updated Name : {updateMusicTypes.Result.Name} and Id : {updateMusicTypes.Result.Id}"); return(Ok(updateMusicTypes)); } return(BadRequest()); } } catch (Exception exception) { return(ErrorInternal(exception, $"{ControllerContext.ActionDescriptor.DisplayName} Exception Message : {exception.Message} - {exception.InnerException}")); } }
/* * public void PlayAmbient(string n) * { * AudioClip clip = GetTemplate(ambientTemplates, n); * if (clip == null) return; * * if (Ambient != null) * { * GameObject.Destroy(Ambient.gameObject); * Ambient = null; * } * * GameObject prefab = new GameObject(); * prefab.name = "Ambient-" + n; * AudioSource ass = prefab.AddComponent<AudioSource>(); * ass.clip = clip; * ass.loop = true; * ass.volume = ambientVolume; * ass.mute = MuteAllSound; * prefab.transform.SetParent(ambientContainer); * prefab.transform.position = Vector2.zero; * * Ambient = ass; * ass.Play(); * } */ public void PlayMusic(MusicTypes mt) { AudioClip clip = GetQuickMusic(mt); if (clip == null) { return; } if (Music != null) { GameObject.Destroy(Music.gameObject); Music = null; } GameObject prefab = new GameObject(); prefab.name = "Music-" + mt; AudioSource ass = prefab.AddComponent <AudioSource>(); ass.clip = clip; ass.loop = true; ass.volume = musicVolume; ass.mute = MuteAllSound; prefab.transform.SetParent(musicContainer); prefab.transform.position = Vector2.zero; Music = ass; ass.Play(); }
public async Task <BaseResponse <string> > Delete(MusicTypes musicTypes) { BaseResponse <string> baseResponse = new BaseResponse <string>(); var isDeleted = await _musicTypesRepository.Delete(musicTypes); baseResponse.Result = isDeleted > 0 ? "Success Delete" : null; return(baseResponse); }
public async Task <BaseResponse <MusicTypesDto> > Insert(MusicTypes musicTypes) { BaseResponse <MusicTypesDto> baseResponse = new BaseResponse <MusicTypesDto>(); var newMusicTypes = await _musicTypesRepository.Insert(musicTypes); baseResponse.Result = _mapper.Map <MusicTypesDto>(newMusicTypes); return(baseResponse); }
public async Task <BaseResponse <MusicTypesDto> > Update(MusicTypes musicTypes) { BaseResponse <MusicTypesDto> baseResponse = new BaseResponse <MusicTypesDto>(); var updatedMusicTypes = await _musicTypesRepository.Update(musicTypes); baseResponse.Result = _mapper.Map <MusicTypesDto>(updatedMusicTypes); return(baseResponse); }
public void PlayMusic(MusicTypes musicType, bool isLooping) { AudioClip ac = GetMusicAudioClip(musicType); if (ac != null && musicAudioSource != null) { musicAudioSource.clip = ac; musicAudioSource.loop = isLooping; musicAudioSource.Play(); } }
public AudioClip GetQuickMusic(MusicTypes st) { if (quickMusic == null) { quickMusic = new Dictionary <MusicTypes, MusicData>(); foreach (MusicData sd in musicDatas) { quickMusic.Add(sd.atype, sd); } } return(quickMusic[st].GetRandom()); }
public AudioClip GetMusicAudioClip(MusicTypes musicType) { switch (musicType) { case MusicTypes.Default: return(musicInfo.defaultAudio); break; case MusicTypes.MainMenu: return(musicInfo.gameplayAudio); break; case MusicTypes.Gameplay: return(musicInfo.mainMenuAudio); break; } return(null); }
void Play(int sceneAudiosIndex, int clipIndex, string groupName, MusicTypes clipType, bool addToUpcomingSources, bool playedWithDelay) { AudioSource source = this.gameObject.AddAudioSource(); switch (clipType) { case MusicTypes.Default: source.Play(scenesAudios[sceneAudiosIndex].defaultAudios[clipIndex].clip, scenesAudios[sceneAudiosIndex].defaultAudios[clipIndex].volume, 1f, true, true, groupName); break; case MusicTypes.Battle: source.Play(scenesAudios[sceneAudiosIndex].battleAudios[clipIndex].clip, scenesAudios[sceneAudiosIndex].battleAudios[clipIndex].volume, 1f, true, true, groupName); break; case MusicTypes.Victory: source.Play(endingAudios.victoryAudios[clipIndex].clip, scenesAudios[sceneAudiosIndex].battleAudios[clipIndex].volume, 1f, true, true, groupName); break; case MusicTypes.Defeat: source.Play(endingAudios.defeatAudios[clipIndex].clip, scenesAudios[sceneAudiosIndex].battleAudios[clipIndex].volume, 1f, true, true, groupName); break; default: break; } //if (!loop) Destroy(source, source.clip.length); if (addToUpcomingSources) { SourceAndVolume newSource = new SourceAndVolume(source, source.volume); upcomingAudioSources.Add(newSource); if (playedWithDelay) { source.Pause(); } } }
public async Task <IActionResult> store([FromBody] MusicTypes musicTypes) { try { _logger.LogInfo(ControllerContext.ActionDescriptor.DisplayName); // var isExists = await _musicTypesService.isExists(x => x.Name.ToLower() == musicTypes.Name.ToLower()); if (ModelState.IsValid) { var newMusicTypes = await _musicTypesService.Insert(musicTypes); InfoLog($"{ControllerContext.ActionDescriptor.DisplayName} MusicTypesCreated Name : {newMusicTypes.Result.Name} and Id : {newMusicTypes.Result.Id}"); await _musicTypesHub.Clients.All.SendAsync("newMusicTypeAdded", newMusicTypes); return(Created("Created", newMusicTypes)); } return(BadRequest()); } catch (Exception exception) { return(ErrorInternal(exception, $"{ControllerContext.ActionDescriptor.DisplayName} Exception Message : {exception.Message} - {exception.InnerException}")); } }
public async Task <MusicTypes> Update(MusicTypes musicTypes) { return(await _baseRepository.Update(musicTypes)); }
public async Task <MusicTypes> Insert(MusicTypes musicTypes) { return(await _baseRepository.Insert(musicTypes)); }
public async Task <int> Delete(MusicTypes musicTypes) { return(await _baseRepository.Delete(musicTypes)); }
/// <summary> /// Funkcja zwracajaca pelna sciezke do pliku z muzyka (mp3) po zadanym /// typie muzyki do zagrania /// </summary> /// <param name="music">Typ muzyki</param> /// <returns>Pelna sciezka do pliku mp3 z muzyka</returns> public String FindMusic(MusicTypes music) { return musicDirectoryPath + (String)resourcesManager.GetObject(music.ToString()); }
/// <summary> /// Changes the audio of the game in a smooth way /// </summary> /// <param name="desiredMusicType"></param> Type of music to play /// <param name="transitionTime"></param> Time of the current audios to fade out and the upcoming audios to fade in /// <param name="transitionDelayTime"></param> Delay of the audio transition public void SetMusicType(MusicTypes desiredMusicType, float transitionTime, float transitionDelayTime) //Metodo para hacer blending de audios { if (!scenesAudios.Exists(scene => scene.name == SceneManager.GetActiveScene().name)) { return; } if (desiredMusicType == musicType) { return; } transitionWithDelay = (transitionDelayTime > 0) ? true : false; if (isTransitioning) { if (previousMusicType == desiredMusicType) //Musica previa a la actual == Musica por venir { transitionTimer = (transitionTimer / transitionDuration) * transitionTime; transitionDuration = transitionTime; transitionDelayTimer = (1 - (transitionDelayTimer / transitionDelayDuration)) * transitionDelayTime; transitionDelayDuration = transitionDelayTime; List <SourceAndVolume> tempCurrentAudioSources = currentAudioSources; currentAudioSources = upcomingAudioSources; upcomingAudioSources = tempCurrentAudioSources; } else { transitionTimer = 0; transitionDuration = transitionTime; if (transitionWithDelay) { transitionDelayTimer = transitionDelayDuration = transitionDelayTime; } currentAudioSources.AddRange(upcomingAudioSources); foreach (SourceAndVolume audioSource in currentAudioSources) { audioSource.volume = audioSource.source.volume; } upcomingAudioSources.Clear(); int sceneAudiosIndex = scenesAudios.FindIndex(scene => scene.name == SceneManager.GetActiveScene().name); switch (desiredMusicType) { case MusicTypes.Default: for (int index = 0; index < scenesAudios[sceneAudiosIndex].defaultAudios.Length; index++) { string clipGroupName = " "; if (scenesAudios[sceneAudiosIndex].name == "Thor_Tunderlord_Forest") { clipGroupName = (index == 0 || index == 1) ? "Ambient" : "Music"; } else if (scenesAudios[sceneAudiosIndex].name == "Thor_Tunderlord_FenrirBoss") { clipGroupName = (index == 0) ? "Music" : "Ambient"; } Play(sceneAudiosIndex, index, clipGroupName, desiredMusicType, true, transitionWithDelay); upcomingAudioSources[index].source.volume = 0; } break; case MusicTypes.Battle: for (int index = 0; index < scenesAudios[sceneAudiosIndex].battleAudios.Length; index++) { string clipGroupName = " "; if (scenesAudios[sceneAudiosIndex].name == "Thor_Tunderlord_Forest") { clipGroupName = (index == 0) ? "Music" : "Ambient"; } else if (scenesAudios[sceneAudiosIndex].name == "Thor_Tunderlord_FenrirBoss") { clipGroupName = (index == 0) ? "Music" : "Ambient"; } Play(sceneAudiosIndex, index, clipGroupName, desiredMusicType, true, transitionWithDelay); upcomingAudioSources[index].source.volume = 0; } break; case MusicTypes.Victory: for (int index = 0; index < endingAudios.victoryAudios.Length; index++) { string clipGroupName = (index == 0) ? "Music" : "Ambient"; Play(sceneAudiosIndex, index, clipGroupName, desiredMusicType, true, transitionWithDelay); upcomingAudioSources[index].source.volume = 0; } break; case MusicTypes.Defeat: for (int index = 0; index < endingAudios.defeatAudios.Length; index++) { string clipGroupName = (index == 0) ? "Music" : "Ambient"; Play(sceneAudiosIndex, index, clipGroupName, desiredMusicType, true, transitionWithDelay); upcomingAudioSources[index].source.volume = 0; } break; default: break; } } } else { transitionTimer = 0; transitionDuration = transitionTime; if (transitionWithDelay) { transitionDelayTimer = transitionDelayDuration = transitionDelayTime; } if (currentAudioSources.Capacity > 0) { currentAudioSources.Clear(); } if (upcomingAudioSources.Capacity > 0) { upcomingAudioSources.Clear(); } foreach (AudioSource source in gameObject.GetComponents <AudioSource>()) { SourceAndVolume sourceAndVolume = new SourceAndVolume(source, source.volume); currentAudioSources.Add(sourceAndVolume); } int sceneAudiosIndex = scenesAudios.FindIndex(scene => scene.name == SceneManager.GetActiveScene().name); switch (desiredMusicType) { case MusicTypes.Default: for (int index = 0; index < scenesAudios[sceneAudiosIndex].defaultAudios.Length; index++) { string clipGroupName = " "; if (scenesAudios[sceneAudiosIndex].name == "Thor_Tunderlord_Forest") { clipGroupName = (index == 0 || index == 1) ? "Ambient" : "Music"; } else if (scenesAudios[sceneAudiosIndex].name == "Thor_Tunderlord_FenrirBoss") { clipGroupName = (index == 0) ? "Music" : "Ambient"; } Play(sceneAudiosIndex, index, clipGroupName, desiredMusicType, true, transitionWithDelay); upcomingAudioSources[index].source.volume = 0; } break; case MusicTypes.Battle: for (int index = 0; index < scenesAudios[sceneAudiosIndex].battleAudios.Length; index++) { string clipGroupName = " "; if (scenesAudios[sceneAudiosIndex].name == "Thor_Tunderlord_Forest") { clipGroupName = (index == 0) ? "Music" : "Ambient"; } else if (scenesAudios[sceneAudiosIndex].name == "Thor_Tunderlord_FenrirBoss") { clipGroupName = (index == 0) ? "Music" : "Ambient"; } Play(sceneAudiosIndex, index, clipGroupName, desiredMusicType, true, transitionWithDelay); upcomingAudioSources[index].source.volume = 0; } break; case MusicTypes.Victory: for (int index = 0; index < endingAudios.victoryAudios.Length; index++) { string clipGroupName = (index == 0) ? "Music" : "Ambient"; Play(sceneAudiosIndex, index, clipGroupName, desiredMusicType, true, transitionWithDelay); upcomingAudioSources[index].source.volume = 0; } break; case MusicTypes.Defeat: for (int index = 0; index < endingAudios.defeatAudios.Length; index++) { string clipGroupName = (index == 0) ? "Music" : "Ambient"; Play(sceneAudiosIndex, index, clipGroupName, desiredMusicType, true, transitionWithDelay); upcomingAudioSources[index].source.volume = 0; } break; default: break; } isTransitioning = true; } previousMusicType = musicType; musicType = desiredMusicType; }
/// <summary> /// Funkcja grajaca zadana muzyke w tle gry /// </summary> /// <param name="music">Typ wyliczeniowy z typem muzyki do zagrania</param> public static void PlayMusic(MusicTypes music) { if (backgroundMusic != null) { StopMusic(); } String musicName = nameFinder.FindMusic(music); //znalezienie sciezki backgroundMusic = new Audio(musicName, true); }