示例#1
0
        public bool IsGameObjectGroupVailed(int groupId, UnityEngine.GameObject target)
        {
            AKAudioEntry.AudioAssert(target != null);
            int instanceId = target.GetInstanceID();

            return(typeSwitch_GameObjHash_Datas.ContainsKey(instanceId));
        }
示例#2
0
        /// <summary>
        /// 枪械开火
        /// </summary>
        /// <param name="weaponState"></param>
        public static void PerformOnGunFire(WeaponLogic.IPlayerWeaponState weaponState)
        {
            if (AudioInfluence.IsForbidden || AKAudioEntry.Dispatcher == null)
            {
                return;
            }
            NewWeaponConfigItem weaponCfg = SingletonManager.Get <WeaponConfigManager>().GetConfigById(weaponState.CurrentWeapon);

            AKAudioEntry.AudioAssert(weaponCfg != null, string.Format("weapon config id [{0}] not find", weaponState.CurrentWeapon));
            //假装有event
            AKAudioEntry.Dispatcher.PostEvent(testWeaponEvent, weaponState.CurrentWeaponGo);
        }
示例#3
0
        public static void PerformOnGunSwitch(NewWeaponConfigItem weaponCfg)
        {
            if (AudioInfluence.IsForbidden || AKAudioEntry.Dispatcher == null)
            {
                return;
            }
            AKAudioEntry.AudioAssert(weaponCfg != null, string.Format("weapon config id [{0}] not find", weaponCfg.Id));
            //假装有event
            int eventId = 2;

            testWeaponEvent = testWeaponEvent == 1 ? 2 : 1;
            AKAudioEntry.Dispatcher.PrepareEvent(testWeaponEvent);
        }
示例#4
0
        public AKRESULT VarySwitchState(int groupId, UnityEngine.GameObject target, string state = "")
        {
            AKAudioEntry.AudioAssert(target != null);
            int           instanceId = target.GetInstanceID();
            AKSwitchGroup group;
            AKRESULT      ret;

            if (typeSwitch_GameObjHash_Datas.TryGetValue(instanceId, out group))
            {
                if (string.IsNullOrEmpty(state))
                {
                    ret = AkSoundEngine.SetSwitch(group.GetGroupName(), group.GetDefaultState(), target);
                }
                else if (!group.CanVaryState(state))
                {
                    return(AKRESULT.AK_InvalidStateGroupElement);
                }
                else
                {
                    ret = AkSoundEngine.SetSwitch(group.GetGroupName(), state, target);
                }
            }
            else
            {
                group = AKSwitchGroup.Allocate(groupId, target);
                if (group.CanVaryState(state))
                {
                    ret = AkSoundEngine.SetSwitch(group.GetGroupName(), state, target);
                }
                else
                {
                    ret = AkSoundEngine.SetSwitch(group.GetGroupName(), group.GetDefaultState(), target);
                }
                typeSwitch_GameObjHash_Datas.Add(instanceId, group);
            }
            VaryGroupIfSucess(group, ret, state);
            return(ret);
        }