GetTrackLength() public static method

public static GetTrackLength ( MusicFiles n ) : float
n MusicFiles
return float
示例#1
0
    private IEnumerator TribeDance()
    {
        yield return(0);

        rumbleAudioSource.Play();

        foreach (GameObject explorer in explorers)
        {
            explorer.GetComponent <ExplorerBehavior>().PlayAnimation("Idle");
        }

        foreach (GameObject tribeMember in tribalMembers)
        {
            tribeMember.GetComponent <ExplorerBehavior>().PlayAnimation(pillarChosen.Tribal.Dance.AnimationName);
        }

#if UNITY_EDITOR
        float total = Music.GetTrackLength(MusicFiles.TRIBAL);
        for (float elapsed = 0.0f; elapsed < total; elapsed += Time.deltaTime)
        {
            progress        = 0;
            progressElapsed = elapsed;
            progressTotal   = total;
            yield return(0);
        }
#else
        yield return(new WaitForSeconds(Music.GetTrackLength(MusicFiles.TRIBAL)));
#endif

        ChangeState(GameStates.PLAYERDANCE);
    }
示例#2
0
    // TODO(anyone): implement
    private IEnumerator KillExplorer()
    {
        float timeLeft = Music.GetTrackLength(MusicFiles.LOSE);

        // Play laser sound
        laserAudioSource.Play();

        // Glow
        for (beamChargeTimer = 0.0f; beamChargeTimer < beamChargeLength; beamChargeTimer += Time.deltaTime)
        {
            timeLeft -= Time.deltaTime;

            // TODO(bret): Beam charge

            yield return(0);
        }

        // Shoot
        var explorer = explorers[explorers.Count - 1];

        explorers.Remove(explorer);
        explorer.GetComponent <ExplorerBehavior>().Die();

        new MessageScreenshake()
        {
            Amount = 8.0f
        }.Send();

        laserLineRenderer.SetPosition(1, explorer.transform.position);
        laserLineRenderer.enabled = true;
        for (float t = 0.0f; t < beamShootLength; t += Time.deltaTime)
        {
            timeLeft -= Time.deltaTime;
            yield return(0);
        }
        laserLineRenderer.enabled = false;

        yield return(0);


        // Wait
        for (; timeLeft > 0; timeLeft -= Time.deltaTime)
        {
            yield return(0);
        }

        yield return(0);
    }
示例#3
0
    // TODO(anyone): implement
    private IEnumerator AddToScore()
    {
        foreach (GameObject tribeMember in tribalMembers)
        {
            tribeMember.GetComponent <ExplorerBehavior>().PlayAnimation(pillarChosen.Tribal.Dance.AnimationName);
        }

        // Remove the explorer from the List and give them GOLD!
        var explorer = explorers[explorers.Count - 1];

        explorers.Remove(explorer);
        Instantiate(GoldPile, explorer.transform.position, Quaternion.identity);
        coinsAudioSource.Play();

        yield return(new WaitForSeconds(Music.GetTrackLength(MusicFiles.WIN)));

        yield return(0);
    }
示例#4
0
    private IEnumerator PlayerDance()
    {
        // Reset the timer
        inputTimer = Music.GetTrackLength(MusicFiles.EXPLORER);

        foreach (GameObject tribeMember in tribalMembers)
        {
            tribeMember.GetComponent <ExplorerBehavior>().PlayAnimation("Idle");
        }

        while (true)
        {
            // Process input
            AddInputToQueue();

            // Count down time
            inputTimer -= Time.deltaTime;

#if UNITY_EDITOR
            progress        = 1;
            progressTotal   = Music.GetTrackLength(MusicFiles.EXPLORER);
            progressElapsed = progressTotal - inputTimer;
#endif

            // "Check input" to highlight the things
            for (int i = 0; i < pillars.Count; ++i)
            {
                pillars[i].CheckInput(inputQueue);
            }

            // Check to see if time is up, the correct input has been given, or if the input is the full length
            if ((inputTimer <= 0.0f) || (pillarChosen.CheckInput(inputQueue)) || (inputQueue.Count >= inputLength))
            {
                break;
            }
            else
            {
                yield return(0);
            }
        }

        while (true)
        {
            // Once time has run out, change the state!
            if (inputTimer <= 0.0f)
            {
                ChangeState(GameStates.ENDROUND);
                break;
            }

            yield return(0);

            // Count down time
            inputTimer -= Time.deltaTime;

#if UNITY_EDITOR
            progress        = 1;
            progressTotal   = Music.GetTrackLength(MusicFiles.EXPLORER);
            progressElapsed = progressTotal - inputTimer;
#endif
        }
    }