public BGMState Stop(ISoundPlayable playable, float fadeOutTime, float delayedStop) { if (fadeOutTime < 0.0f) { // フェードアウトなし return(new BGMStateNoFadeOut(delayedStop)); } return(new BGMStateFadeOut(fadeOutTime)); }
public BGMState Play(ISoundPlayable playable, String bgm, float fadeInTime, float delayedIn, float delayedOut, bool isLoop) { playable.Play(bgm, delayedIn, delayedOut, isLoop); if (fadeInTime > 0.0f) { playable.SetVolume(0.0f); return(new BGMStateFadeIn(fadeInTime)); } playable.SetVolume(0.75f); return(new BGMStatePlaying()); }
public BGMState Update(ISoundPlayable playable, float deltaTime) { elapsedTime += deltaTime; if (elapsedTime >= delayedStop) { playable.SetVolume(0.0f); playable.Stop(); return(new BGMStateWait()); } return(this); }
public BGMState Update(ISoundPlayable playable, float deltaTime) { elapsedTime += deltaTime; if (elapsedTime >= fadeInTime) { playable.SetVolume(0.75f); return(new BGMStatePlaying()); } else { playable.SetVolume(elapsedTime / fadeInTime * 0.75f); } return(this); }
public SoundEffecter(ISoundPlayable _single, ISoundPlayable _multi, ISoundPlayable _worldSingle) { single = _single; multi = _multi; worldSingle = _worldSingle; }
public BGMPlayer(ISoundPlayable playable1, ISoundPlayable playable2) { front = new BGMDevice(playable1); back = new BGMDevice(playable2); }
public BGMDevice(ISoundPlayable _playable) { playable = _playable; }
public BGMState Stop(ISoundPlayable playable, float fadeOutTime, float delayedStop) { playable.Stop(); return(new BGMStateWait()); }
public BGMState Play(ISoundPlayable playable, String bgm, float fadeInTime, float delayedIn, float delayedOut, bool isLoop) { return(this); }
public BGMState Pause(ISoundPlayable playable) { playable.Pause(); return(new BGMStatePause(this)); }
public BGMState Update(ISoundPlayable playable, float deltaTime) { return(this); }
public BGMState Stop(ISoundPlayable playable, float fadeOutTime, float delayedStop) { return(this); }
public BGMState Pause(ISoundPlayable playable) { return(this); }
public BGMState Play(ISoundPlayable playable, String bgm, float fadeInTime, float delayedIn, float delayedOut, bool isLoop) { playable.Play(bgm, delayedIn, delayedOut, isLoop); return(beforeState); }
public void Update(ISoundPlayable playable, float deltaTime) { nowState = nowState.Update(playable, deltaTime); }
public void Stop(ISoundPlayable playable, float fadeOutTime) { nowState = nowState.Stop(playable, fadeOutTime, 0.0f); }
public void Stop(ISoundPlayable playable, float fadeOutTime, float delayedStop) { nowState = nowState.Stop(playable, fadeOutTime, delayedStop); }
public void Pause(ISoundPlayable playable) { nowState = nowState.Pause(playable); }
public void Play(ISoundPlayable playable, float fadeInTime, float delayedIn, float delayedOut, bool isLoop) { nowState = nowState.Play(playable, bgm, fadeInTime, delayedIn, delayedOut, isLoop); }