public static AKEventCfg SimAKEventCfg2() { var co = new AKEventCfg(); co.id = 2; co.name = "Gun_P1911_shot"; co.bankRef = "Weapon_Footstep"; co.switchGroup = 11; return(co); }
/// <summary> /// 枪械模式更换 /// </summary> /// <param name="weaponState"></param> public static void PerformOnGunModelSwitch(CommonFireConfig comCfg, WeaponLogic.IPlayerWeaponState weaponState) { if (AudioInfluence.IsForbidden || AKAudioEntry.Dispatcher == null) { return; } // NewWeaponConfigItem weaponCfg = WeaponConfigManager.Instance.GetConfigById(weaponState.CurrentWeapon); // var fireModelCfg = WeaponConfigManager.Instance.GetFireModeCountById(weaponState.CurrentWeapon); AKEventCfg evtCfg = AudioConfigSimulator.SimAKEventCfg1(); testWeaponModel = testWeaponModel == "Gun_shot_mode_type_single" ? "Gun_shot_mode_type_triple" : "Gun_shot_mode_type_single"; AKAudioEntry.Dispatcher.VarySwitchState(evtCfg.switchGroup, testWeaponModel, weaponState.CurrentWeaponGo); }
public void PostEvent(int eventId, GameObject target) { AKEventCfg evtCfg = AKEventCfg.FindById(eventId); AKRESULT ret = bankLoader.TryLoadBnk(evtCfg.bankRef); if (ret == AKRESULT.AK_BankAlreadyLoaded || ret == AKRESULT.AK_Success) { //设置Switch初始化 if (evtCfg.switchGroup > 0 && !typesController.IsGameObjectGroupVailed(evtCfg.switchGroup, target)) { SetSwitchDefaultState(evtCfg.switchGroup, target); // ret = typesController.IsGameObjectSwitchGroupVailed(evtCfg.switchGroup, target); } uint playingId = AkSoundEngine.PostEvent(evtCfg.name, target); } else { AKAudioEntry.AudioLogger.ErrorFormat("[Audio=>Dispather]Perform bank Load Sync fail,result:{0},bankName:{1},target:{2}", ret, evtCfg.bankRef, target); } }