public void ToogleTrack(Sounds sound) { switch(sound) { case Sounds.KICK: sounds[0].mute = !sounds[0].mute; break; case Sounds.CLAP: sounds[1].mute = !sounds[1].mute; break; case Sounds.SNARE: sounds[2].mute = !sounds[2].mute; break; case Sounds.FBASS: sounds[3].mute = !sounds[3].mute; break; case Sounds.SYNTH: sounds[4].mute = !sounds[4].mute; break; case Sounds.SYNTH2: sounds[5].mute = !sounds[5].mute; break; } }
// Use this for initialization void Start() { health = startingHealth; sharkEyeAnimator = GameObject.Find ("shark_eye").GetComponent<Animator> (); sharkTailAnimator = GameObject.Find ("shark_body").GetComponent<Animator> (); sounds = GameObject.FindObjectOfType<Sounds> (); }
// ---------- public void PlaySound(Sounds sound, Vector3 emitterPos) { emitter.transform.position = emitterPos; switch(sound){ case Sounds.fire: sourceOld.clip = fire; break; case Sounds.bgm: sourceOld.clip = backgroundMusic; break; case Sounds.explosion: int r = Random.Range(0,10); if(r < 5){ sourceOld.clip = explosion1; } else{ sourceOld.clip = explosion2; } break; } sourceOld.Play(); }
public static string GetSoundPath(Sounds sound) { switch (sound) { case Sounds.Won: return "Sounds/Effects/won"; case Sounds.Lost: return "Sounds/Effects/lost"; case Sounds.YouDied: return "Sounds/Effects/youdied"; case Sounds.YouKilled: return "Sounds/Effects/youkilled"; case Sounds.AllyDied: return "Sounds/Effects/allydied"; case Sounds.EnemyDied: return "Sounds/Effects/enemydied"; case Sounds.ManMega_1: return "Sounds/Effects/manmega_1"; case Sounds.ManMega_2: return "Sounds/Effects/manmega_2"; case Sounds.ManMega_3: return "Sounds/Effects/manmega_3"; case Sounds.ManMega_4: return "Sounds/Effects/manmega_4"; case Sounds.ManMega_Revive: return "Sounds/Effects/manmega_revive"; case Sounds.ManMega_Death: return "Sounds/Effects/manmega_death"; case Sounds.Zero_1: return "Sounds/Effects/zero_1"; case Sounds.Zero_2: return "Sounds/Effects/zero_2"; case Sounds.Zero_3: return "Sounds/Effects/zero_3"; case Sounds.Zero_4: return "Sounds/Effects/zero_4"; case Sounds.Zero_Revive: return "Sounds/Effects/zero_revive"; case Sounds.Zero_Death: return "Sounds/Effects/zero_death"; case Sounds.LeftTowerShot: return "Sounds/Effects/lefttowershot"; case Sounds.RightTowerShot: return "Sounds/Effects/righttowershot"; case Sounds.Explosion: return "Sounds/Effects/explosion"; case Sounds.OpenMenu: return "Sounds/Effects/openmenu"; case Sounds.CloseMenu: return "Sounds/Effects/closemenu"; } throw new NotImplementedException(); }
void Start() { // Stop reorientation weirdness // http://answers.unity3d.com/questions/14655/unity-iphone-black-rect-when-i-turn-the-iphone Screen.autorotateToPortrait = false; Screen.autorotateToPortraitUpsideDown = false; Screen.autorotateToLandscapeRight = false; Screen.autorotateToLandscapeLeft = false; sounds = new Sounds(gameObject); sounds.Start(); var loopTracker = new LoopTracker(sounds); var textLabel = new GameObject("prompt text"); textLabel.SetActive(false); var text = textLabel.AddComponent<GUIText>(); textLabel.transform.position = new Vector3(0f, 0.06f, -9.5f); var font = (Font) Resources.Load("sierra_agi_font/sierra_agi_font", typeof(Font)); text.font = font; messageBox = new MessageBox(font); var prompt = new Prompt(textLabel, text).build(); sceneManager = new SceneManager(loopTracker, new MessagePromptCoordinator(prompt, messageBox)); }
public static string GetResourceName(Sounds sound) { if (sound == Sounds.IncomingMessage) return AppData.SoundsResourcePath + "incoming-message.mp3"; return ""; }
public AudioSource GetSound(Sounds sound) { switch(sound) { case Sounds.KICK: return sounds[0]; case Sounds.CLAP: return sounds[1]; case Sounds.SNARE: return sounds[2]; case Sounds.FBASS: return sounds[3]; case Sounds.SYNTH: return sounds[4]; case Sounds.SYNTH2: return sounds[5]; } return null; }
internal static void Play(Sounds sound) { if (!Sounds.ContainsKey(sound)) Sounds.Add(sound, CreateInstance(sound.ToString())); if (Sounds[sound] != null && Settings.SoundEnabled) Sounds[sound].Play(); }
/// <summary> /// Plays specified sound. /// </summary> /// <param name="sound">Sound to play</param> public void Play(Sounds sound) { if (inited) { sounds[sound].CurrentPosition = 0; sounds[sound].Play(); } }
public PushoverPriorityRule(ConditionExpression condition, Priority priority, Sounds sound, int retryIntervalSeconds, int retryPeriodSeconds) { this.Condition = condition; this.Priority = priority; this.Sound = sound; this.RetryIntervalSeconds = retryIntervalSeconds; this.RetryPeriodSeconds = retryPeriodSeconds; }
void Awake () { if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); DontDestroyOnLoad (gameObject); }
public void RefreshLoadout() { hissoundsyst = chara.GetComponentInChildren<Sounds>(); gui.soundsys = hissoundsyst; hiscam = chara.FindChild("camhook"); hislight = chara.GetComponentInChildren<Light>(); cont = chara.GetComponent<CharacterController>(); isonline = true; }
public static void PlaySound(Sounds sound) { if (!Program.Settings.EnableSounds) return; Stream stream = Resources.ResourceManager.GetStream(sound.ToString().ToLower()); SoundPlayer sp = new SoundPlayer(stream); sp.Play(); }
public void Play(Sounds soundsToPlay) { // check each enum value. If that value is set, play the sound... foreach (SoundBuffer buffer in sounds) { bool on = ((buffer.Sound & soundsToPlay) != 0); buffer.Play(on); } lastSound = soundsToPlay; }
protected virtual void Start() { _scoreScript = GameObject.FindWithTag(Tags.UITag).GetComponent<Score>(); _cameraShakeScript = GameObject.FindWithTag(Tags.mainCameraTag).GetComponent<CameraShake>(); _objectPoolScript = GameObject.FindWithTag(Tags.objectPoolTag).GetComponent<ObjectPool>(); _sounds = GameObject.FindWithTag("SoundsObject").GetComponent<Sounds>(); source = _sounds.GetComponent<AudioSource>(); soundDelegate = playSound; }
/// Animate in the text JUGGLEBALL, then animate out after titleAnimateTime public void ShowTitle() { sfx = GetComponent<Sounds>(); titleText.gameObject.SetActive(true); titleText.transform.localScale = Vector3.zero; titleText.transform.DOScale(Vector3.one, titleAnimateTime).SetEase(Ease.OutBounce); Invoke("ShowSubtitle", titleAnimateTime * 0.6f); Invoke("HideTitles", titleDisplayTime); sfx.Play(sfx.tumble); }
// Use this for initialization void Start() { // Add initial force. rigidbody.AddForce (0, 1250, 0); // This connects the missile to the speedy ship when fired. playerSpeedy = GameObject.Find ("Player Speedy").GetComponent < PlayerSpeedy > (); soundManager = Camera.main.GetComponent<Sounds>(); }
// Use this for initialization void Start() { // Add initial force. rigidbody.AddForce (0, 800, 0); // This connects the missile to the normal ship when fired. playerTank = GameObject.Find ("Player Tank").GetComponent < PlayerTank > (); soundManager = Camera.main.GetComponent<Sounds>(); }
//новый аудио поток площади public static AudioSource GetLoopSource(GameObject target, Sounds.Area sound) { AudioSource source = target.AddComponent<AudioSource>(); AudioClip clip = Util.Audio.Get(sound); if (clip!=null && clip.isReadyToPlay) { source.clip = clip; source.loop = true; source.Play(); } return source; }
// load sounds on demand public void playSound(Sounds sound) { if (mSoundEffects[sound] != null) mSoundEffects[sound].Play(); else { mSoundEffects[sound] = mCm.Load<SoundEffect>(mAssetNames[sound]).CreateInstance(); mSoundEffects[sound].Play(); } }
/// <summary> /// Play the specified sound in the robot. /// See http://www.neatorobotics.com/programmers-manual/table-of-robot-application-commands/detailed-command-descriptions/#PlaySound for more info. /// </summary> /// <param name="flag"> /// TODO: Sound state. /// </param> public void PlaySound(Sounds flag) { if (flag.Equals(Sounds.Stop)) { this.neato.Connection.SendCommand("PlaySound STOP", true); } else { this.neato.Connection.SendCommand("PlaySound " + (int)flag, true); } }
public Mp3Player(Sounds sound) { _resourceName = SoundsHelper.GetResourceName(sound); _waveOutDevice = new WaveOut(); _waveOutDevice.PlaybackStopped += (sender, args) => { _ms.Dispose(); _mainOutputStream.Dispose(); }; }
public SoundBuffer(Device soundDevice, string filename, Sounds thisSound, bool looping) { this.thisSound = thisSound; this.looping = looping; try { buffer = new SecondaryBuffer(filename, soundDevice); } catch (Exception e) { throw new Exception(String.Format("Error opening {0}", filename), e); } }
void InitSounds() { s_sounds = new Sounds(); string baseFolder = Path.Combine(Path.Combine(Application.dataPath, "WebPlayerTemplates"), "HappyFunTimes"); string soundFolder = Path.Combine(baseFolder, "sounds"); if (Directory.Exists(soundFolder)) { AddSoundFiles(baseFolder, Directory.GetFiles(soundFolder, "*.mp3")); AddSoundFiles(baseFolder, Directory.GetFiles(soundFolder, "*.wav")); AddJSFXSounds(Directory.GetFiles(soundFolder, "*.jsfx.txt")); } }
void AddBuffer(string filename, Sounds thisSound, bool looping, int volume) { SoundBuffer buffer; buffer = new SoundBuffer( soundDevice, filename, thisSound, looping); sounds.Add(buffer); buffer.Volume = volume; }
void Awake() { thisRigidbody2D = GetComponent<Rigidbody2D>(); thisSpriteRenderer = GetComponent<SpriteRenderer>(); eyeControl = GetComponent<EyeControl>(); gameMaster = GameObject.Find("SCRIPTS").GetComponent<GameMaster>(); sfx = gameMaster.gameObject.GetComponent<Sounds>(); screenBottomLeft = Camera.main.ScreenToWorldPoint(Vector3.zero); screenTopRight = Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, Camera.main.pixelHeight)); gravityScale = thisRigidbody2D.gravityScale; // grab this so it can be reverted to when unfrozen }
protected override void LoadContent() { var spriteRenderer = new SpriteRenderer(graphics, Content); prompt = new Prompt(spriteRenderer, Content); messageBox = new MessageBox(Content, spriteRenderer); var sounds = new Sounds(); sceneManager = new SceneManager(new LoopTracker(sounds), new MessagePromptCoordinator(prompt, messageBox)); var sceneFactory = new SceneFactory(sceneManager, spriteRenderer); // create the scene objects and preload their content sceneManager.LoadAndStart(sceneFactory); }
// load sounds on demand public void playSound(Sounds sound, float volume) { if (mSoundEffects[sound] != null) { if (!mSoundEffects[sound].State.Equals(SoundState.Playing)) { mSoundEffects[sound].Play(); } } else { mSoundEffects[sound] = mCm.Load<SoundEffect>(mAssetNames[sound]).CreateInstance(); mSoundEffects[sound].Volume = volume; mSoundEffects[sound].IsLooped = true; mSoundEffects[sound].Play(); } }
public SoundBuffer(Microsoft.DirectX.DirectSound.Device soundDevice, string filename, Sounds thisSound, bool looping) { this.thisSound = thisSound; this.looping = looping; BufferDescription bufferDesc = new BufferDescription(); bufferDesc.Flags = BufferDescriptionFlags.ControlVolume; try { buffer = new Microsoft.DirectX.DirectSound.Buffer( filename, bufferDesc, soundDevice); } catch (Exception e) { throw new Exception( String.Format("Error opening {0}; ", filename), e); } }
/// Can't use Start() because splash screen means the game runs behind >:( public void StartAfterSplashscreen () { UIController = GetComponent<UIControl>(); SetupSlots(); UIController.SetupScoreText(); UIController.ShowTitle(); string nextMethod; if (PlayerPrefs.GetInt("HasCompletedARound", 0) == 0) { // if is first run go straight into a timed round gameMode = Mode.Timed; nextMethod = "StartRound"; } else { // otherwise allow the player to select timed or lives modes nextMethod = "ShowModeSelectScreen"; } Invoke(nextMethod, UIController.titleAnimateTime * 1.5f + UIController.titleDisplayTime + gameStartDelay); sfx = GetComponent<Sounds>(); LBHandler = GetComponent<LeaderboardHandler>(); }
/// <summary> /// Controls what happens on application close /// </summary> /// <param name="sender"></param> /// <param name="e"></param> protected override async void OnExit(object sender, EventArgs e) { //stop and delete the music Sounds.StopBackgroundMusic(); await DiskOperations.DeleteMusicFromDisk(); }
private void Start() { sounds = FindObjectOfType <Sounds>(); gameController = FindObjectOfType <GameController>(); }
private void DoAutoRepair() { HostShip.Damage.FlipFaceupCritFacedown(HostShip.Damage.GetFaceupCrits().First()); Sounds.PlayShipSound("Chewbacca"); Triggers.FinishTrigger(); }
void Awake() { listener = Camera.main.GetComponent <AudioListener>(); instance = this; }
public LoopTracker(Sounds sounds) { this.sounds = sounds; }
void Awake() { pewAudio = Sounds.AddAudio(gameObject, pewClip); }
/// <summary> /// When a message is received in the room. /// </summary> /// <param name="sender"> /// The sender. /// </param> /// <param name="id">The message Id</param> /// <param name="from"> /// The from. /// </param> /// <param name="message"> /// The message. /// </param> /// <param name="receiveTime"> /// The receive Time. /// </param> /// <param name="messageType"> /// The message type. /// </param> private void RoomOnMessageReceived(object sender, string id, User @from, string message, DateTime receiveTime, LobbyMessageType messageType) { var theFrom = from; var theMessage = message; var therTime = receiveTime; var themType = messageType; var theId = id; if (string.IsNullOrWhiteSpace(theFrom.UserName)) { theFrom.UserName = "******"; } if (theFrom.UserName.Equals("octgn-gap", StringComparison.InvariantCultureIgnoreCase)) { var cl = theMessage.IndexOf(':'); theFrom.UserName = "******" + theMessage.Substring(0, cl) + "]"; theMessage = theMessage.Substring(cl + 1, theMessage.Length - cl - 1).Trim(); } if (theMessage.ToLowerInvariant().Contains(Program.LobbyClient.Me.UserName.ToLowerInvariant())) { Sounds.PlayMessageSound(); } Dispatcher.Invoke( new Action( () => { // Got mostly from http://stackoverflow.com/questions/13456441/wpf-richtextboxs-conditionally-scroll keepScrolledToBottom = false; var offset = Chat.VerticalOffset + Chat.ViewportHeight; // How far the scroll bar is up from the bottom if (Math.Abs(offset - Chat.ExtentHeight) <= 15) { // We should auto scroll keepScrolledToBottom = true; this.shouldDisplayMissedMessagesBreak = false; //Chat.ScrollToEnd(); } else { var contentIsLargerThatViewport = Chat.ExtentHeight > Chat.ViewportHeight; // How far the scroll bar is up from the bottom if (Math.Abs(Chat.VerticalOffset - 0) < 15 && contentIsLargerThatViewport) { // We should auto scroll keepScrolledToBottom = true; this.shouldDisplayMissedMessagesBreak = false; //Chat.ScrollToEnd(); } else { // We shouldn't auto scroll, instead show the missed message thingy if (!this.shouldDisplayMissedMessagesBreak) { var missed = new MissedMessagesBreak(); ChatRowGroup.Rows.Add(missed); this.shouldDisplayMissedMessagesBreak = true; } } } var ctr = new ChatTableRow(theFrom, theId, theMessage, therTime, themType); //var ctr = new ChatTableRow { User = theFrom, Message = theMessage, MessageDate = therTime, MessageType = themType }; ctr.OnMouseUsernameEnter += ChatTableRow_MouseEnter; ctr.OnMouseUsernameLeave += ChatTableRow_MouseLeave; ChatRowGroup.Rows.Add(ctr); if (ChatRowGroup.Rows.Count > Prefs.MaxChatHistory) { var remlist = ChatRowGroup.Rows.Take(ChatRowGroup.Rows.Count - Prefs.MaxChatHistory).ToArray(); foreach (var r in remlist) { ChatRowGroup.Rows.Remove(r); } } })); Dispatcher.BeginInvoke(new Action( () => { if (keepScrolledToBottom) { Chat.ScrollToEnd(); } })); }
public override float OnGettingBroken(IPlayer player, BlockSelection blockSel, ItemSlot itemslot, float remainingResistance, float dt, int counter) { if (Variant["state"] == "harvested") { dt /= 2; } else if (player.InventoryManager.ActiveTool != EnumTool.Knife) { dt /= 3; } else { float mul; if (itemslot.Itemstack.Collectible.MiningSpeed.TryGetValue(EnumBlockMaterial.Plant, out mul)) { dt *= mul; } } float resistance = RequiredMiningTier == 0 ? remainingResistance - dt : remainingResistance; if (counter % 5 == 0 || resistance <= 0) { double posx = blockSel.Position.X + blockSel.HitPosition.X; double posy = blockSel.Position.Y + blockSel.HitPosition.Y; double posz = blockSel.Position.Z + blockSel.HitPosition.Z; player.Entity.World.PlaySoundAt(resistance > 0 ? Sounds.GetHitSound(player) : Sounds.GetBreakSound(player), posx, posy, posz, player, true, 16, 1); } return(resistance); }
public void AddSound(Sound sound) { Sounds.Add(sound); }
public void Play(Sounds id) => Invoke((int)id, 0ul, 0ul);
public override void Die() { this.Health = 0; this.OnUpdateTile(EntityType.Key); Sounds.Win(); }
public Hellboar(int x, int y) { Behavior = new HellboarBehavior(); Weight = 100; Behavior.Initialize(this); Texture = ContentHelper.LoadTexture("Enemies/hellboar"); SetPosition(new Vector2(x, y)); CollRectangle = new Rectangle(0, 0, 88, 60); SourceRectangle = new Rectangle(0, 0, 68, 60); _complexAnimation.AddAnimationData("still", new ComplexAnimData() { Priority = 1, Texture = Texture, DeltaRectangle = new Rectangle(15 * 2, 30 * 2, CollRectangle.Width, CollRectangle.Height), StartingY = 0, Width = SourceRectangle.Width, Height = SourceRectangle.Height, Speed = 125, FrameCount = 4, IsRepeating = true, }); _complexAnimation.AddAnimationData("walk", new ComplexAnimData() { Priority = 10, Texture = Texture, DeltaRectangle = new Rectangle(15 * 2, 30 * 2, CollRectangle.Width, CollRectangle.Height), StartingY = SourceRectangle.Height * 1, Width = SourceRectangle.Width, Height = SourceRectangle.Height, Speed = 125, FrameCount = 4, IsRepeating = true, }); _complexAnimation.AddAnimationData("angry", new ComplexAnimData() { Priority = 100, Texture = Texture, DeltaRectangle = new Rectangle(15 * 2, 30 * 2, CollRectangle.Width, CollRectangle.Height), StartingY = SourceRectangle.Height * 2, Width = SourceRectangle.Width, Height = SourceRectangle.Height, Speed = 125, FrameCount = 4, IsRepeating = false, }); _complexAnimation.AddAnimationData("charge", new ComplexAnimData() { Priority = 1000, Texture = Texture, DeltaRectangle = new Rectangle(15 * 2, 30 * 2, CollRectangle.Width, CollRectangle.Height), StartingY = SourceRectangle.Height * 3, Width = SourceRectangle.Width, Height = SourceRectangle.Height, Speed = 125, FrameCount = 5, IsRepeating = true, }); Sounds.AddSoundRef("idle", "Sounds/Hellboar/hellboar_breath"); Sounds.AddSoundRef("scream", "Sounds/Hellboar/hellboar_scream"); Sounds.AddSoundRef("fire", "Sounds/Hellboar/hellboar_fire"); }
} // Play(soundName) /// <summary> /// Play /// </summary> /// <param name="sound">Sound</param> public static void Play(Sounds sound) { Play(sound.ToString()); } // Play(sound)
// Update is called once per frame public void Play(string name) { Sounds s = Array.Find(mySounds, sounds => sounds.name == name); s.source.Play(); }
void OnMouseDown() { //check to see if it's got the required components: //filter if ((filter = GetFilter()) == null) { return; } //script if ((filterScript = filter.GetComponent <FilterController>()) == null) { return; } //if the filter is locked if (!filterScript.locked) { return; } //if there's a cup attached to the bottom if ((cup = GetCup()) == null) { return; } //if the cup has a script if ((cupScript = cup.GetComponent <CupController>()) == null) { return; } //if the cup has a lid on it if (cupScript.hasLid) { return; } //if it's in the middle of a pour animation already if (filterScript.pouring) { return; } //make sure it has coffee grounds in it if (!filterScript.hasGrounds) { return; } //and now enable the pour animation filterScript.cupScript = this.cupScript; filterScript.AnimatePour(sizes[cupScript.size]); //and change the cup contents accordingly if (filterScript.doubleShot) { cupScript.drink.AddEspressoShots(2); } else { cupScript.drink.AddEspressoShots(1); } Sounds.PourSound(); //remove the espresso grounds from the filter so they have to be added again filterScript.RemoveGrounds(); }
private bool Fire() { if (cooldownTimer > 0f) { return(false); } if (RaiseTimer > 0f) { return(false); } if (HolsterTimer > 0f) { return(false); } if (UsesAmmo >= 0) { if (character.ammunition[UsesAmmo] < AmmoUseAmount) { Messaging.GUI.ScreenMessage.Invoke("OUT OF AMMO", Color.red); Sounds.CreateSound(EmptySound); cooldownTimer = .4f; return(false); } character.ammunition[UsesAmmo] -= AmmoUseAmount; } cooldownTimer = attackCooldown; Sounds.CreateSound(FireSound, transform.position); if (MuzzlePrefab != null) { GameObject muzzle = Instantiate(MuzzlePrefab); if (swap) { //muzzle.transform.rotation = _weaponPrefab1.transform.rotation * Quaternion.Euler(MuzzleRotation); muzzle.transform.position = _weaponPrefab1.transform.position + _weaponPrefab2.transform.TransformDirection(MuzzlePosition); muzzle.transform.SetParent(_weaponPrefab1.transform); muzzle.transform.localRotation = Quaternion.Euler(MuzzleRotation); } else { //muzzle.transform.rotation = _weaponPrefab2.transform.rotation * Quaternion.Euler(MuzzleRotation); muzzle.transform.position = _weaponPrefab2.transform.position + _weaponPrefab2.transform.TransformDirection(MuzzlePosition); muzzle.transform.SetParent(_weaponPrefab2.transform); muzzle.transform.localRotation = Quaternion.Euler(MuzzleRotation); } } if (BulletPrefab != null) { Bullet bullet = Instantiate(BulletPrefab, LevelLoader.DynamicObjects); bullet.owner = character; bullet.Damage = BulletDamage; bullet.damageType = BulletDamageType; bullet.LifeTime = BulletLifeTime; bullet.Force = BulletForce; bullet.Speed = BulletSpeed; //make a special raycasting move from character to barrel bullet.transform.position = character.transform.position; if (swap) { bullet.InitialMove((_weaponPrefab1.transform.position + _weaponPrefab1.transform.rotation * BulletPosition) - character.transform.position); } else { bullet.InitialMove((_weaponPrefab2.transform.position + _weaponPrefab2.transform.rotation * BulletPosition) - character.transform.position); } if (AttackDirection == Vector2.zero) { bullet.transform.rotation = character.LookDirection; } else { bullet.transform.rotation = Quaternion.Euler(0, 0, Mathf.Atan2(AttackDirection.x, -AttackDirection.y) * Mathf.Rad2Deg); } //add spread float firstRoll = Random.Range(-spread, spread); float secondRoll = Random.Range(-spread, spread); bullet.transform.rotation *= Quaternion.Euler(0, 0, Mathf.Abs(firstRoll) < Mathf.Abs(secondRoll) ? firstRoll : secondRoll); bullet.GetComponent <SaveGameObject>().SpawnName = BulletDesignation; } swap = !swap; OnFire.Invoke(); return(true); }
private Alarm(DateTime alarmTime, bool partOfIntervalSet, bool enabled, string message, Sounds sound, int intervalSetId) { AlarmTime = alarmTime; PartOfIntervalSet = partOfIntervalSet; Enabled = enabled; Message = message; Sound = sound; IntervalSetId = intervalSetId; }
public static void Play(this SoundTypeId self) => Sounds.Play(self);
/// <summary>Moves the air brake handle to the specified state</summary> /// <param name="Train">The train</param> /// <param name="State">The state</param> internal static void ApplyAirBrakeHandle(Train Train, AirBrakeHandleState State) { if (Train.Cars[Train.DriverCar].Specs.BrakeType == CarBrakeType.AutomaticAirBrake) { if (State != Train.Handles.AirBrake.Handle.Driver) { // sound when moved to service if (State == AirBrakeHandleState.Service) { Sounds.SoundBuffer buffer = Train.Cars[Train.DriverCar].Sounds.Brake.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Train.Cars[Train.DriverCar].Sounds.Brake.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, Train, Train.DriverCar, false); } } // sound if ((int)State < (int)Train.Handles.AirBrake.Handle.Driver) { // brake release if ((int)State > 0) { // brake release (not min) Sounds.SoundBuffer buffer = Train.Cars[Train.DriverCar].Sounds.BrakeHandleRelease.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Train.Cars[Train.DriverCar].Sounds.BrakeHandleRelease.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, Train, Train.DriverCar, false); } } else { // brake min Sounds.SoundBuffer buffer = Train.Cars[Train.DriverCar].Sounds.BrakeHandleMin.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Train.Cars[Train.DriverCar].Sounds.BrakeHandleMin.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, Train, Train.DriverCar, false); } } } else if ((int)State > (int)Train.Handles.AirBrake.Handle.Driver) { // brake Sounds.SoundBuffer buffer = Train.Cars[Train.DriverCar].Sounds.BrakeHandleApply.Buffer; if (buffer != null) { OpenBveApi.Math.Vector3 pos = Train.Cars[Train.DriverCar].Sounds.BrakeHandleApply.Position; Sounds.PlaySound(buffer, 1.0, 1.0, pos, Train, Train.DriverCar, false); } } // apply Train.Handles.AirBrake.Handle.Driver = State; Game.AddBlackBoxEntry(Game.BlackBoxEventToken.None); // plugin if (Train.Plugin != null) { Train.Plugin.UpdatePower(); Train.Plugin.UpdateBrake(); } } } }
void Awake() { lockedAudio = Sounds.AddAudio(gameObject, lockedClip); }
private void DiscardCrit(GenericDamageCard critCard) { Selection.ActiveShip.Damage.FlipFaceupCritFacedown(critCard); Sounds.PlayShipSound("R2D2-Proud"); ConfirmDecision(); }
public abstract void BizSetSoundMask(IntPtr ctx, Sounds mask);
public Point MakeTurn(Map map, out Action doit) { Tile[,] tiles = map.tiles; Debug.Assert(actionsLeft > 0); reachableTiles = CalcReach(tilePosition, movementRange, false); skillReachable = CalcReach(tilePosition, skillRange + movementRange, true); if (currAmmo == 0) { //find tile with cover move to there doit = () => { currAmmo = maxAmmo; UsedSkill(); Debug.WriteLine(name + " is Reloading"); Map.damagePopup.Show(this, "Reloading"); }; return(tilePosition); } else { //Find attack or healing possibility, can not move List <Tuple <Actor, int> > targetPossibilities = new List <Tuple <Actor, int> >(12); foreach (Point p in skillReachable) { Actor a = tiles[p.X, p.Y].actorOnTop; if (a != null) { if (a.faction == Faction.Enemy) { if (a.HP == a.maxHP) { continue; } } int score = int.MaxValue; if (a.faction == Faction.Enemy) { score = (a.maxHP - a.HP) - GetCurrentHealing() / 2; if (score <= 0) { score = 0; } } else { score = a.HP - GetCurrentDamage(); if (score < 0) { score = 0; } } targetPossibilities.Add(new Tuple <Actor, int>(a, score)); } } if (targetPossibilities.Count == 0) { doit = () => { currAmmo = maxAmmo; UsedSkill(); Debug.WriteLine(name + " is Reloading and maybe random walking"); }; // just reload, maybe still move somewhere? foreach (Point p in map.IterateNeighboursFourDir(tilePosition)) { if (tiles[p.X, p.Y].IsWalkable() && map.random.NextDouble() <= 0.5) { return(p); } } return(tilePosition); } else { targetPossibilities.Sort((a, b) => a.Item2 - b.Item2); //is this right? the smaller number shall be sorted first. if a.item2 is smaller than b, than its negative number, tehrefore smaller? Actor target = targetPossibilities[0].Item1; if (target.faction == Faction.User) { doit = () => { map.Attack(this, target); }; } else { doit = () => { target.TakeDamage(-GetCurrentHealing()); Sounds.Play("healing"); Effects.ShowEffect("healing", target.realPosition); UsedSkill(); }; } skillReachable = CalcReach(tilePosition, skillRange, true); if (skillReachable.Contains(target.tilePosition)) { return(tilePosition); } else { Point pos = tilePosition; foreach (Point p in reachableTiles) { if (p != tilePosition && tiles[p.X, p.Y].IsWalkable() && (p - target.tilePosition).ToVector2().Length() <= skillRange) { pos = p; skillReachable = CalcReach(pos, skillRange, true); break; } } if (pos == tilePosition) { doit = () => { UsedSkill(); Map.damagePopup.Show(this, "Bug"); }; } return(pos); //here find a tile from where can attack } } } }
// Start is called before the first frame update void Start() { countDown = GetComponent <Text>(); sounds = GetComponent <Sounds>(); clock = GetComponent <AudioSource>(); }
public void PlaySound(Sounds sound) { if (audioSource == null) { return; } AudioClip clip = null; switch (sound) { case Sounds.FoodPoisoning: clip = FoodPoisoningSound; break; case Sounds.MotivationDeath: clip = MotivationDeathSound; break; case Sounds.Victory: audioSource.Stop(); clip = VictorySound; break; case Sounds.Bottle: clip = BottleSound; break; case Sounds.Drink: clip = DrinkSound; break; case Sounds.Eat: clip = EatSound; break; case Sounds.Game: clip = GameSound; break; case Sounds.Study: clip = StudySound; break; case Sounds.Vending: clip = VendingSound; break; case Sounds.Work: clip = WorkSound; break; case Sounds.PsychosisDeath: clip = PsychosisDeathSound; break; } if (clip != null) { if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.PlayOneShot(clip); } }
public static void Main(string[] args) { #if !DEBUG MemoryControl.Start(); #endif FileStream fs = new FileStream("csum", FileMode.OpenOrCreate); fs.Close(); string HUDLOC = System.Diagnostics.Process.GetCurrentProcess().MainModule.FileName; string lastCsums = System.IO.File.ReadAllText("csum"); int lastCsum = string.IsNullOrEmpty(lastCsums) ? 0 : int.Parse(lastCsums); #if !DEBUG // impossible to Run in debugger with Namecheck and Stuff if (System.AppDomain.CurrentDomain.FriendlyName == "PoeHUD.exe" || System.AppDomain.CurrentDomain.FriendlyName == "ExileHUD.exe" || System.AppDomain.CurrentDomain.FriendlyName == "ExileBuddy.exe") { MessageBox.Show("Please rename the HUD for your safety."); return; } if (HashCheck.GetCSum(HUDLOC) == 0 | HashCheck.GetCSum(HUDLOC) == lastCsum) { MessageBox.Show("Running the Scrambler for your safety. LastCsum = " + lastCsums); System.IO.StreamWriter store = new System.IO.StreamWriter("csum"); store.WriteLine(HashCheck.GetCSum(HUDLOC)); store.Close(); if (!File.Exists("config/scrambler.txt") || (new FileInfo("config/scrambler.txt").Length == 0)) { FileStream Ccreator = new FileStream("config/scrambler.txt", FileMode.OpenOrCreate); Ccreator.Close(); } System.IO.StreamWriter Cwriter = new System.IO.StreamWriter("config/scrambler.txt"); Cwriter.WriteLine(System.AppDomain.CurrentDomain.FriendlyName); Cwriter.Close(); System.Diagnostics.Process.Start("Scrambler.exe", "fromHUD"); return; } else { System.IO.StreamWriter store = new System.IO.StreamWriter("csum"); store.WriteLine(HashCheck.GetCSum(HUDLOC)); store.Close(); } #endif Offsets offs; int pid = FindPoeProcess(out offs); if (pid == 0) { MessageBox.Show("Path of Exile is not running!"); return; } Sounds.LoadSounds(); AppDomain.CurrentDomain.UnhandledException += (sender, exceptionArgs) => { MessageBox.Show("Program exited with message:\n " + exceptionArgs.ExceptionObject.ToString()); Environment.Exit(1); }; using (Memory memory = new Memory(offs, pid)) { offs.DoPatternScans(memory); GameController gameController = new GameController(memory); gameController.RefreshState(); Func <bool> gameEnded = () => memory.IsInvalid(); var overlay = new ExternalOverlay(gameController, gameEnded); Application.Run(overlay); } }
private void Start() { sfx = FindObjectOfType <Sounds>(); myTransform = GetComponent <Transform> (); }
internal override Region ReadEntry(BinaryReaderEx br) { RegionType type = br.GetEnum32 <RegionType>(br.Position + 8); switch (type) { case RegionType.Region0: var region0 = new Region.Region0(br); Region0s.Add(region0); return(region0); case RegionType.InvasionPoint: var invasionPoint = new Region.InvasionPoint(br); InvasionPoints.Add(invasionPoint); return(invasionPoint); case RegionType.EnvironmentMapPoint: var environmentMapPoint = new Region.EnvironmentMapPoint(br); EnvironmentMapPoints.Add(environmentMapPoint); return(environmentMapPoint); case RegionType.Sound: var sound = new Region.Sound(br); Sounds.Add(sound); return(sound); case RegionType.SFX: var sfx = new Region.SFX(br); SFXs.Add(sfx); return(sfx); case RegionType.WindSFX: var windSFX = new Region.WindSFX(br); WindSFXs.Add(windSFX); return(windSFX); case RegionType.SpawnPoint: var spawnPoint = new Region.SpawnPoint(br); SpawnPoints.Add(spawnPoint); return(spawnPoint); case RegionType.WalkRoute: var walkRoute = new Region.WalkRoute(br); WalkRoutes.Add(walkRoute); return(walkRoute); case RegionType.WarpPoint: var warpPoint = new Region.WarpPoint(br); WarpPoints.Add(warpPoint); return(warpPoint); case RegionType.ActivationArea: var activationArea = new Region.ActivationArea(br); ActivationAreas.Add(activationArea); return(activationArea); case RegionType.Event: var evt = new Region.Event(br); Events.Add(evt); return(evt); case RegionType.EnvironmentMapEffectBox: var environmentMapEffectBox = new Region.EnvironmentMapEffectBox(br); EnvironmentMapEffectBoxes.Add(environmentMapEffectBox); return(environmentMapEffectBox); case RegionType.WindArea: var windArea = new Region.WindArea(br); WindAreas.Add(windArea); return(windArea); case RegionType.MufflingBox: var mufflingBox = new Region.MufflingBox(br); MufflingBoxes.Add(mufflingBox); return(mufflingBox); case RegionType.MufflingPortal: var mufflingPortal = new Region.MufflingPortal(br); MufflingPortals.Add(mufflingPortal); return(mufflingPortal); case RegionType.Region23: var region23 = new Region.Region23(br); Region23s.Add(region23); return(region23); case RegionType.Region24: var region24 = new Region.Region24(br); Region24s.Add(region24); return(region24); case RegionType.PartsGroup: var partsGroup = new Region.PartsGroup(br); PartsGroups.Add(partsGroup); return(partsGroup); case RegionType.AutoDrawGroup: var autoDrawGroup = new Region.AutoDrawGroup(br); AutoDrawGroups.Add(autoDrawGroup); return(autoDrawGroup); case RegionType.Other: var other = new Region.Other(br); Others.Add(other); return(other); default: throw new NotImplementedException($"Unimplemented region type: {type}"); } }
private void Start() { goldenCubeScore = FindObjectOfType <GoldenCubeScore>(); sounds = FindObjectOfType <Sounds>(); }
//play a selected sound public void playSound(Sounds sound) { switch (sound) { case Sounds.ArrowImpact: playSoundFromFile(Properties.Resources.LaserShoot); break; case Sounds.ArrowMiss: playSoundFromFile(Properties.Resources.ArrowMiss); break; case Sounds.BatCall: playSoundFromFile(Properties.Resources.UfoNear); break; case Sounds.BatsInCave: playSoundFromFile(Properties.Resources.UfoTeleport); break; case Sounds.MonsterDie: playSoundFromFile(Properties.Resources.MonsterDie2); break; case Sounds.MonsterGrowl: playSoundFromFile(Properties.Resources.MonsterGrowl); break; case Sounds.MonsterRoar: playSoundFromFile(Properties.Resources.MonsterRoar2); break; case Sounds.MonsterWalk: playSoundFromFile(Properties.Resources.MonsterTeleport); break; case Sounds.NoError: playSoundFromFile(Properties.Resources.NoError2); break; case Sounds.PlayerDie: playSoundFromFile(Properties.Resources.PlayerDie); break; case Sounds.PlayerWalk: playSoundFromFile(Properties.Resources.ShipMove); break; case Sounds.ScaryScream: playSoundFromFile(Properties.Resources.ScaryScream2); break; case Sounds.ScarySound: playSoundFromFile(Properties.Resources.ScarySound3); break; case Sounds.TriviaRight: playSoundFromFile(Properties.Resources.TriviaRight2); break; case Sounds.TriviaWrong: playSoundFromFile(Properties.Resources.TriviaWrong2); break; case Sounds.MainMenu: playSoundFromFile(Properties.Resources.MainMenu3); break; case Sounds.BackgroundMusic: playSoundFromFile(Properties.Resources.BackgroundMusicRepeat); //change break; } }