void OnCollisionExit(Collision other) { SoundEffects[] sfx = other.gameObject.GetComponents <SoundEffects>(); foreach (SoundEffects s in sfx) { if (s.loop) { SfxManager.StopLoop(s.id); } } }
private IEnumerator FadeLoops(int a, int b, float time) { float startTime = Time.time; while (Time.time < startTime + time) { float t = (Time.time - startTime) / time; SfxManager.PlayLoop(a, Mathf.Lerp(1, 0, t)); SfxManager.PlayLoop(b, Mathf.Lerp(0, 1, t)); yield return(null); } SfxManager.PlayLoop(b); SfxManager.StopLoop(a); }
private IEnumerator MoveFloorsRoutine(int start, int end) { if (doorPosition > 0) { if (floorsVisited == 0) { yield return(StartCoroutine(MoveDoorsRoutine(doorPosition, 0, waitTime: 3))); } else { yield return(StartCoroutine(MoveDoorsRoutine(doorPosition, doorPosition - 0.1f, waitTime: 1))); if (doorPosition > 0) { moveFloorsRoutine = null; yield break; } } } yield return(new WaitForSeconds(1)); SfxManager.PlayLoop(1); int floorProgress = 0; string directionArrow = (start < end) ? "v " : "^ "; floorDisplay.text = directionArrow + (floorPosition == 0 ? "1F" : "B" + floorPosition); while ((start < end) ? floorPosition <end : floorPosition> end) { if (floorsVisited == 0 && floorProgress == 2) // Elevator crash cutscene { yield return(new WaitForSeconds(elevatorFloorInterval * 0.5f)); SfxManager.StopLoop(0); SfxManager.StopLoop(1); SfxManager.PlaySfx(4); CameraShake.ShakeCamera(0.3f, 5); // Shake Camera for 5 seconds for (int i = 0; i < 5; i++) // Lights flash for a bit { lightControl.AllLightsOff(); floorDisplay.gameObject.SetActive(false); yield return(new WaitForSeconds(0.15f)); lightControl.AllLightsOn(); floorDisplay.gameObject.SetActive(true); yield return(new WaitForSeconds(0.1f)); } // Lights turn off lightControl.AllLightsOff(); floorDisplay.gameObject.SetActive(false); yield return(new WaitForSeconds(5)); SfxManager.PlaySfx(19); // Evacuation announcement yield return(new WaitForSeconds(20)); SfxManager.PlaySfx(5); // Lights turn on sound yield return(new WaitForSeconds(1)); // Lights back on lightControl.AllLightsOn(); floorDisplay.gameObject.SetActive(true); yield return(new WaitForSeconds(2)); //shepardTone.SetActive(true); SfxManager.PlayLoop(0); SfxManager.PlayLoop(1, 0.1f); SfxManager.PlayLoop(3); yield return(new WaitForSeconds(elevatorFloorInterval * 0.5f)); } else if (floorPosition == 4 && end == 5) // Last cutscene part 1 { onRouteToSecret = true; StartCoroutine(AnimateFloorDisplay()); yield return(new WaitForSeconds(10)); onRouteToSecret = false; } else { yield return(new WaitForSeconds(elevatorFloorInterval * 0.5f)); SfxManager.StopLoop(4); } floorProgress++; SfxManager.PlaySfx(1); floorPosition += (start < end) ? 1 : -1; floorDisplay.text = directionArrow + "B" + floorPosition; } floorDisplay.text = floorPosition == 0 ? " 1F" : " B" + floorPosition; if (floorPosition == 5) { floorDisplay.text = "EXIT"; } if (floorPosition == 0) { SfxManager.PlayLoop(4); } SfxManager.StopLoop(1); yield return(new WaitForSeconds(1)); if (floorsVisited == 1) //Floor 2 Cut Scene { floor1.SetActive(false); floor2.transform.position = Vector3.zero; floor2.SetActive(true); yield return(StartCoroutine(MoveDoorsRoutine(0, 1))); SfxManager.PlaySfx(9); yield return(new WaitForSeconds(2)); SfxManager.PlaySfx(10); Coroutine flickerLightsRoutine = StartCoroutine(FlickerElevatorLights()); yield return(new WaitForSeconds(8)); canCloseDoors = true; yield return(new WaitForSeconds(8)); canCloseDoors = false; // Play banging effect/cutscene yield return(StartCoroutine(MoveDoorsRoutine(doorPosition, 0))); StopCoroutine(flickerLightsRoutine); lightControl.AllLightsOn(); floor2.SetActive(false); SfxManager.PlaySfx(11); CameraShake.ShakeCamera(0.3f, 2); SfxManager.PlaySfx(25); yield return(new WaitForSeconds(2)); SfxManager.PlaySfx(12); CameraShake.ShakeCamera(0.3f, 2); SfxManager.PlaySfx(23); yield return(new WaitForSeconds(1)); //SfxManager.PlaySfx(13); // Intercom message StartCoroutine(OpenCabinetDoor()); passCodeDisplay.text = "---"; yield return(new WaitForSeconds(10)); StartCoroutine(MonsterHit()); } else if (floorsVisited == 2) //Floor 3 Cutscene { floor2.SetActive(false); floor3.transform.position = Vector3.zero; floor3.SetActive(true); yield return(StartCoroutine(MoveDoorsRoutine(0, 1))); yield return(new WaitForSeconds(3)); cameraFade.CutToBlack(); yield return(new WaitForSeconds(5)); sfxBehindYou.SetActive(true); yield return(new WaitForSeconds(1)); cameraFade.CutFromBlack(); StartCoroutine(JumpScareScene()); } else { yield return(StartCoroutine(MoveDoorsRoutine(0, 1))); } floorsVisited++; moveFloorsRoutine = null; }