// private List<IDisposable> _backgroundSubscriptions; // private ItemInstance _dragItem; // private Transform[] _dragCells; // private Vector2[] _dragOffsets; // private int2 _dragCellOffset; // private ItemRotation _originalRotation; // //private Shape _previousFakeOccupancy; // private Shape _originalOccupancy; // private EquippedItem _originalEquippedItem; // private InventoryPanel _originalPanel; // // private InventoryPanel _dragTargetPanel; // private int2 _dragTargetPosition; // private int2 _lastDragPosition; // private bool _dragTargetValid; // private bool _destroyItem; private void OnEnable() { AkSoundEngine.RegisterGameObj(gameObject); // Background.gameObject.SetActive(true); // Background.OnEnter.Subscribe(enter => // { // _destroyItem = true; // }); // BackgroundExited.OnPointerExitAsObservable().Subscribe(enter => // { // _destroyItem = false; // }); var cargo = GameManager.DockingBay ?? GameManager.CurrentEntity.CargoBays.FirstOrDefault(); if (cargo != null) { InventoryPanels[0].Display(cargo); } else { InventoryPanels[0].Clear(); } if (GameManager.CurrentEntity != null) { InventoryPanels[1].Display(GameManager.CurrentEntity); } else { InventoryPanels[1].Clear(); } }
void Start() { AkSoundEngine.RegisterGameObj(this.gameObject); // validate lighting options if (useTimer) { if (litTimeMinimum <= 0.0f) { litTimeMinimum = 5.0f; } if (litTimeMaximum <= 0.0f || litTimeMaximum < litTimeMinimum) { litTimeMaximum = litTimeMinimum + 5.0f; } } // set litness state if (startLit) { Light(); } else { Unlight(); } }
private void Awake() { if (!this.isStaticObject) { this.m_posData = new AkGameObjPositionData(); } Collider component = base.GetComponent <Collider>(); this.coll = component; if (component != null) { this.GameObjColliderBounds = base.GetComponent <Collider>().bounds; component.enabled = false; } AKRESULT aKRESULT = AkSoundEngine.RegisterGameObj(base.gameObject, base.gameObject.name, (uint)(this.listenerMask & 255)); if (aKRESULT == AKRESULT.AK_Success) { Vector3 position = this.GetPosition(); AkSoundEngine.SetObjectPosition(base.gameObject, position.x, position.y, position.z, base.transform.forward.x, base.transform.forward.y, base.transform.forward.z); if (this.isEnvironmentAware) { this.m_envData = new AkGameObjEnvironmentData(); this.AddAuxSend(base.gameObject); } } }
void Start() { // TODO use boolean & choose to fade in from black or fade in from purple AkSoundEngine.RegisterGameObj(this.gameObject); m_currentHealth = m_maxHealth; UpdateHUD(); }
void Awake() { AkSoundEngine.RegisterGameObj(this.gameObject); navMeshAgent = GetComponent <NavMeshAgent>(); playerReference = GameObject.Find("[VRTK_SDKManager]/[VRTK_SDKSetups]/SteamVR/[CameraRig]/Player"); meshColor = meshReferences[0].GetComponent <SkinnedMeshRenderer>().material.color; }
void Start() { { // Initialize State so it doesn't default to None State //AkSoundEngine.SetState("Hats", "Hat1"); AkSoundEngine.RegisterGameObj(gameObject); AkSoundEngine.SetSwitch("HatSwitch", "Hat1", gameObject); } }
public AKRESULT Register() { if (isRegistered) { return(AKRESULT.AK_Success); } isRegistered = true; return(AkSoundEngine.RegisterGameObj(gameObject, gameObject.name)); }
public override void Awake() { base.Awake(); this.Serialize = false; this.EnabledWhenPaused = false; // Register a Game Object in the sound engine, with its name. AkSoundEngine.RegisterGameObj(this.Entity, this.Entity.ToString()); this.Update(); }
void Awake() { #if UNITY_EDITOR if (AkUtilities.IsMigrating) { return; } #endif // If the object was marked as static, don't update its position to save cycles. #if UNITY_EDITOR if (!UnityEditor.EditorApplication.isPlaying) { UnityEditor.EditorApplication.update += this.CheckStaticStatus; return; } #endif if (!isStaticObject) { m_posData = new AkGameObjPositionData(); } // Cache the bounds to avoid calls to GetComponent() m_Collider = GetComponent <Collider>(); //Register a Game Object in the sound engine, with its name. AKRESULT res = AkSoundEngine.RegisterGameObj(gameObject, gameObject.name, (uint)(listenerMask & ALL_LISTENER_MASK)); if (res == AKRESULT.AK_Success) { // Get position with offset Vector3 position = GetPosition(); //Set the original position AkSoundEngine.SetObjectPosition( gameObject, position.x, position.y, position.z, transform.forward.x, transform.forward.y, transform.forward.z, transform.up.x, transform.up.y, transform.up.z); if (isEnvironmentAware) { m_envData = new AkGameObjEnvironmentData(); //Check if this object is also an environment. AddAuxSend(gameObject); } } }
private void OnEnableEditorListener() { if (!Application.isPlaying && AkSoundEngine.IsInitialized()) { AkSoundEngine.RegisterGameObj(gameObject, gameObject.name); var id = AkSoundEngine.GetAkGameObjectID(gameObject); AkSoundEnginePINVOKE.CSharp_AddDefaultListener(id); UnityEditor.EditorApplication.update += UpdateEditorListenerPosition; } }
/// <summary> /// 创建一个指定的全局游戏wwise对象 /// </summary> public void CreateWwisGameobject(string name) { GameObject wwiseGameObjct = GameObject.Find(name); if (wwiseGameObjct != null) { return; } wwiseGameObjct = new GameObject(name); wwiseGameObjct.AddComponent <DontDestroyOnLoad>(); AkSoundEngine.RegisterGameObj(wwiseGameObjct); wwiseGameObjectDic.Add(name, wwiseGameObjct); }
private void PlayIncidental(float force, Collider i) { var incidentalEventRef = (IncidentalAudio)i.gameObject.GetComponent(typeof(IncidentalAudio)); if (incidentalEventRef != null) { AkSoundEngine.RegisterGameObj(i.gameObject); AkSoundEngine.SetRTPCValue("RTPC_Incidental_Delay", GetIncidentalDifference(i.gameObject).Item1, i.gameObject); AkSoundEngine.SetRTPCValue("RTPC_Incidental", 1.0f - (force / SphereOverlapRadius), i.gameObject); AkSoundEngine.PostEvent(incidentalEventRef.EventName, i.gameObject); } }
void Start() { AkSoundEngine.RegisterGameObj(this.gameObject); //make sure the object has the VRTK script attached... if (weaponParent.GetComponent <VRTK_InteractableObject>() == null) { Debug.LogError("Team3_Interactable_Object_Extension is required to be attached to an Object that has the VRTK_InteractableObject script attached to it"); return; } //subscribe to the event. NOTE: the "ObectGrabbed" this is the procedure to invoke if this object is grabbed weaponParent.GetComponent <VRTK_InteractableObject>().InteractableObjectGrabbed += new InteractableObjectEventHandler(ObjectGrabbed); weaponParent.GetComponent <VRTK_InteractableObject>().InteractableObjectUngrabbed += new InteractableObjectEventHandler(ObjectUngrabbed); }
void Awake() { #if UNITY_EDITOR if (AkUtilities.IsMigrating) { return; } // If the object was marked as static, don't update its position to save cycles. if (!UnityEditor.EditorApplication.isPlaying) { UnityEditor.EditorApplication.update += this.CheckStaticStatus; return; } #endif if (!isStaticObject) { m_posData = new AkGameObjPositionData(); } // Cache the bounds to avoid calls to GetComponent() m_Collider = GetComponent <Collider>(); //Register a Game Object in the sound engine, with its name. AKRESULT res = AkSoundEngine.RegisterGameObj(gameObject, gameObject.name); if (res == AKRESULT.AK_Success) { // Get position with offset or custom position and orientation. Vector3 position = GetPosition(); Vector3 forward = GetForward(); Vector3 up = GetUpward(); //Set the original position AkSoundEngine.SetObjectPosition( gameObject, position.x, position.y, position.z, forward.x, forward.y, forward.z, up.x, up.y, up.z); if (isEnvironmentAware && m_Collider) { m_envData = new AkGameObjEnvironmentData(); //Check if this object is also an environment. m_envData.AddAkEnvironment(m_Collider, m_Collider); } m_listeners.Initialize(); } }
private void OnEnableEditorListener(UnityEngine.GameObject gameObject) { if (!UnityEngine.Application.isPlaying && AkSoundEngine.IsInitialized() && editorListenerGameObject == null) { editorListenerGameObject = gameObject; AkSoundEngine.RegisterGameObj(editorListenerGameObject, editorListenerGameObject.name); // Do not create AkGameObj component when adding this listener var id = AkSoundEngine.GetAkGameObjectID(editorListenerGameObject); AkSoundEnginePINVOKE.CSharp_AddDefaultListener(id); UnityEditor.EditorApplication.update += UpdateEditorListenerPosition; } }
void Awake() { //Register a Game Object in the sound engine, with its name. AkSoundEngine.RegisterGameObj(gameObject, gameObject.name); //Set the original position AkSoundEngine.SetObjectPosition( gameObject, transform.position.x, transform.position.y, transform.position.z, transform.forward.x, transform.forward.y, transform.forward.z); }
private void Awake() { if (!this.isStaticObject) { this.m_posData = new AkGameObjPositionData(); } AkSoundEngine.RegisterGameObj(base.gameObject, base.gameObject.name); Vector3 position = this.GetPosition(); AkSoundEngine.SetObjectPosition(base.gameObject, position.x, position.y, position.z, base.transform.forward.x, base.transform.forward.y, base.transform.forward.z); if (this.isEnvironmentAware) { this.m_envData = new AkGameObjEnvironmentData(); this.AddAuxSend(base.gameObject); } }
void Awake() { #if UNITY_EDITOR if (AkUtilities.IsMigrating) { return; } if (!UnityEditor.EditorApplication.isPlaying) { UnityEditor.EditorApplication.update += this.CheckStaticStatus; } #endif // If the object was marked as static, don't update its position to save cycles. if (!isStaticObject) { m_posData = new AkGameObjPositionData(); } // Cache the bounds to avoid calls to GetComponent() m_Collider = GetComponent <Collider>(); //Register a Game Object in the sound engine, with its name. AKRESULT res = AkSoundEngine.RegisterGameObj(gameObject, gameObject.name); if (res == AKRESULT.AK_Success) { // Get position with offset or custom position and orientation. //Set the original position AkSoundEngine.SetObjectPosition(gameObject, GetPosition(), GetForward(), GetUpward()); if (isEnvironmentAware && m_Collider) { m_envData = new AkGameObjEnvironmentData(); //Check if this object is also an environment. m_envData.AddAkEnvironment(m_Collider, m_Collider); m_envData.UpdateAuxSend(gameObject, transform.position); } int Count = m_listeners.initialListenerList.Count; for (int ii = 0; ii < Count; ++ii) { AddListener(m_listeners.initialListenerList[ii]); } } }
private void OnEnableEditorListener(UnityEngine.GameObject gameObject) { if (!UnityEngine.Application.isPlaying && AkSoundEngine.IsInitialized() && editorListenerGameObject == null) { editorListenerGameObject = gameObject; // Clearing the isDirty flag of the AkAudioListener list. AkAudioListener.DefaultListeners.Refresh(); AkSoundEngine.RegisterGameObj(editorListenerGameObject, editorListenerGameObject.name); var id = AkSoundEngine.GetAkGameObjectID(editorListenerGameObject); AkSoundEnginePINVOKE.CSharp_AddDefaultListener(id); UnityEditor.EditorApplication.update += UpdateEditorListenerPosition; } }
private void OnEnableEditorListener(UnityEngine.GameObject gameObject) { if (IsPlayingOrIsNotInitialized || editorListenerGameObject != null) { return; } editorListenerGameObject = gameObject; AkSoundEngine.RegisterGameObj(editorListenerGameObject, editorListenerGameObject.name); // Do not create AkGameObj component when adding this listener var id = AkSoundEngine.GetAkGameObjectID(editorListenerGameObject); AkSoundEngine.AddDefaultListener(id); UnityEditor.EditorApplication.update += UpdateEditorListenerPosition; }
// Start is called before the first frame update void Start() { firstPersonControllerScript_ = player.GetComponent <FirstPersonController>(); playerManagerScript_ = player.GetComponent <PlayerManager>(); notAimingPosition = originalTransform; spreadAngle = NotAimingSpreadAngle; objectPooler = ObjectPooler.instance; maxAmmo = playerManagerScript_.MaxAmmo; Ammo = maxAmmo; bulletsOnWeapon = shotGunCapacity; //Make the gameobject self-aware. AkSoundEngine.RegisterGameObj(gameObject); }
void Awake() { // If the object was marked as static, don't update its position to save cycles. #if UNITY_EDITOR if (!UnityEditor.EditorApplication.isPlaying) { //set enabled to true and is static to false to make sure that the update function is called in edit mode //the correct value for the isStaticObject variable will be set when update is called isStaticObject = false; enabled = true; return; } #endif if (!isStaticObject) { m_posData = new AkGameObjPositionData(); } //Register a Game Object in the sound engine, with its name. AKRESULT res = AkSoundEngine.RegisterGameObj(gameObject, gameObject.name, (uint)(listenerMask & ALL_LISTENER_MASK)); if (res == AKRESULT.AK_Success) { // Get position with offset Vector3 position = GetPosition(); //Set the original position AkSoundEngine.SetObjectPosition( gameObject, position.x, position.y, position.z, transform.forward.x, transform.forward.y, transform.forward.z); if (isEnvironmentAware) { m_envData = new AkGameObjEnvironmentData(); //Check if this object is also an environment. AddAuxSend(gameObject); } } }
public AkAutoObject(GameObject GameObj) { this.m_id = GameObj.GetInstanceID(); AkSoundEngine.RegisterGameObj(GameObj, "AkAutoObject.cs"); }
void Start() { AkSoundEngine.RegisterGameObj(gameObject); }
private void Awake() { AkSoundEngine.RegisterGameObj(gameObject); asource = GetComponent <AudioSource>(); // body = GetComponent<Rigidbody2D>(); }
public string MonsterWalk = "MonsterFootsteps"; //navn på lydfil i orange // Start is called before the first frame update void Start() { AkSoundEngine.RegisterGameObj(gameObject); }
/// <summary> /// Post event by using this poolable object /// </summary> public void Post(AK.Wwise.Event audioEvent, GameObject target, string targetName) { AkSoundEngine.RegisterGameObj(gameObject, targetName); targetObj = target; audioEvent.Post(gameObject, (uint)AkCallbackType.AK_EndOfEvent, OnCallback); }
// Start is called before the first frame update void Start() { AkSoundEngine.RegisterGameObj(gameObject); ActionGameManager.PlayMusic(ActionGameManager.SoundBanksInfo.GetSoundBank(MusicSoundbankName).Id, gameObject); }
private void Awake() { trigger = GetComponent <BoxCollider>(); trigger.isTrigger = true; AkSoundEngine.RegisterGameObj(gameObject); }
public AkAutoObject(UnityEngine.GameObject GameObj) { m_id = (int)GameObj.GetInstanceID(); AkSoundEngine.RegisterGameObj(GameObj, "AkAutoObject.cs", 0x01); }