private void Update() { if (Input.GetKeyDown(KeyCode.P)) { _audioSource.Play(); } if (Input.GetKeyDown(KeyCode.S)) { _audioSource.Stop(); } if (Input.GetKeyDown(KeyCode.Pause)) { if (_audioSource.IsPaused) { _audioSource.UnPause(); } else { _audioSource.Pause(); } } if (Input.GetKeyDown(KeyCode.M)) { _audioSource.Mute = !_audioSource.Mute; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { AudioSource.Play(); Particles.Play(); } }
MultiAudioSource SetupSource(AudioClip clip) { MultiAudioSource newSource = gameObject.AddComponent <MultiAudioSource>(); newSource.loop = true; newSource.volume = 0; newSource.clip = clip; newSource.dontDestroyOnLoad = true; newSource.Play(); newSource.m_sourceObject.hideFlags = HideFlags.HideInHierarchy; return(newSource); }
private IEnumerator Nitro() { m_BrakingVelFactor = 1f; m_SlowingVelFactor = 1f; m_DriveForce = 100f; m_TerminalVelocity = 400f; SendMessage("Detach"); m_BoostStartAudio.Play(); yield return(new WaitForSeconds(4)); m_DriveForce = 50f; m_TerminalVelocity = 250f; m_BrakingVelFactor = .95f; m_SlowingVelFactor = .90f; }
// Update is called once per frame void Update() { if (RaceStartup.m_raceStarted == false) { m_engineStarted = false; m_PlayerSlot = GetComponentInParent <DLPlayerSettings>().m_player; return; } else { //Get the values of the thruster, rudder, and brake from the input class m_Thruster = Input.GetAxis(m_playerSelected + "Throttle"); m_Rudder = Input.GetAxis(m_playerSelected + m_HorizontalAxisName); isBraking = Input.GetButton("Player1Brake"); if (!m_engineStarted) { m_EngineAudio.Play(); m_FlameAudio.Play(); m_engineStarted = true; } } if (m_Thruster >= 0f) { } else if (m_Thruster < 0f) { m_Rudder = -(Input.GetAxis(m_playerSelected + m_HorizontalAxisName)); } float m_SpeedPercent = GetSpeedPercentage(); m_EngineAudio.Volume = Mathf.Lerp(m_EngineMinVolume, m_EngineMaxVolume, m_SpeedPercent); //++++++++ m_EngineAudio.Pitch = Mathf.Lerp(m_EngineMinPitch, m_EngineMaxPitch, m_SpeedPercent); m_FlameAudio.Volume = Mathf.Lerp(m_FlamesMinVolume, m_FlamesMaxVolume, m_SpeedPercent); m_FlameAudio.Pitch = Mathf.Lerp(m_FlamesMinPitch, m_FlamesMaxPitch, m_SpeedPercent); //Starts to slowly increase drift value if drift button is pressed if (Input.GetButton(m_playerSelected + "Drift") && m_DriftIntencity < m_MaxDrift) { m_DriftIntencity = m_DriftIntencity * 1.05f; print("Drift on"); isDrifting = true; } else if (Input.GetButton(m_playerSelected + "BoostDrift")) { m_DriftIntencity = 1000f; m_BrakingVelFactor = 1f; m_SlowingVelFactor = 1f; print("BoostDrift on"); isDrifting = true; } else if (Input.GetButtonUp(m_playerSelected + "BoostDrift")) { m_DriftIntencity = 1f; m_BrakingVelFactor = .95f; m_SlowingVelFactor = .90f; print("BoostDrift off"); isDrifting = true; } //...and slowly decrease the value when drift button isn't pressed else if (isDrifting == true && !Input.GetButton(m_playerSelected + "Drift")) { m_DriftIntencity = m_DriftIntencity * .90f; if (m_DriftIntencity < 1f) { isDrifting = false; print("dRIFT False"); m_DriftIntencity = 1f; } } else if (Input.GetButton(m_playerSelected + "Respawn")) { StartCoroutine(Respawn()); } foreach (SkillP2 s in skills) { if (s.m_CurrentCooldown < s.m_Cooldown) //Current cooldown while it's running. Goes from 0 to skill Cooldown. { s.m_CurrentCooldown += Time.deltaTime; //Remaining cooldown goes from 0 to skill Cooldown. s.m_SkillIcon.fillAmount = s.m_CurrentCooldown / s.m_Cooldown; //Fills the icon with 360 radial fill s.m_TimeText.text = s.m_CurrentCooldown.ToString("F0"); //Updates remaining cooldown Text to skill icon } else if (s.m_CurrentCooldown >= s.m_Cooldown) //Cooldown finished { s.m_TimeText.enabled = false; //Hide cooldown text while skill cooldown isn't happening } } if (Input.GetButton(m_playerSelected + "Boost")) //When key is pressed { if (skills[0].m_CurrentCooldown >= skills[0].m_Cooldown) //Cooldown is happening? { StartCoroutine(Nitro()); //Do something skills[0].m_TimeText.enabled = true; //Enable cooldown time Text skills[0].m_CurrentCooldown = 0; } } else if (Input.GetButtonDown(m_playerSelected + "Fire")) { if (skills[1].m_CurrentCooldown >= skills[1].m_Cooldown) { Fire(); skills[1].m_TimeText.enabled = true; skills[1].m_CurrentCooldown = 0; } } if (DLSetFinish.m_raceFinished == true) { RaceHolding(); } }