public void OnThirdSectionOver() { Debug.Log("Fourth Section audio"); AUD_Manager.PostEvent("MS_GAMEPLAY_LP_SP", gameObject); AUD_Manager.EventFromData(mFourthStage, gameObject); mInd = 3; }
public void OnSecondSectionOver() { Debug.Log("Third section audio"); AUD_Manager.PostEvent("MS_GAMEPLAY_LP_SP", gameObject); AUD_Manager.EventFromData(mThirdStage, gameObject); mInd = 2; }
public void OnCheckpointRestart() { AUD_Manager.PostEvent("MS_GAMEPLAY_LP_SP", gameObject); switch (mInd) { case 0: AUD_Manager.EventFromData(mFirstStage, gameObject); break; case 1: AUD_Manager.EventFromData(mSecondStage, gameObject); break; case 2: AUD_Manager.EventFromData(mThirdStage, gameObject); break; case 3: AUD_Manager.EventFromData(mFourthStage, gameObject); break; } }
private void Start() { AUD_Manager.SetState("BattleState", "NonEngaged"); AUD_Manager.EventFromData(mMusic, gameObject); }
public void OnFirstSectionOver() { AUD_Manager.PostEvent("MS_GAMEPLAY_LP_SP", gameObject); AUD_Manager.EventFromData(mSecondStage, gameObject); mInd = 1; }
// Actually probably shouldn't be called. public void OnBeachBegun() { AUD_Manager.PostEvent("MS_GAMEPLAY_LP_SP", gameObject); AUD_Manager.EventFromData(mFirstStage, gameObject); mInd = 0; }