示例#1
0
    public void TriggerWallEvent(MusicLayer musicLayer)
    {
        WallTriggerEvent?.Invoke(musicLayer);
        switch (musicLayer)
        {
        case MusicLayer.Charleston:
            AkSoundEngine.PostEvent("LayerCharleston", gameObject);
            break;

        case MusicLayer.Dholak:
            AkSoundEngine.PostEvent("LayerDholak", gameObject);
            break;

        case MusicLayer.Funk:
            AkSoundEngine.PostEvent("LayerFunk", gameObject);
            break;

        case MusicLayer.OGProd:
            AkSoundEngine.PostEvent("LayerOGProd", gameObject);
            break;

        case MusicLayer.Sniper:
            AkSoundEngine.PostEvent("LayerSniper", gameObject);
            break;

        case MusicLayer.Squeaker:
            AkSoundEngine.PostEvent("LayerSqueaker", gameObject);
            break;
        }
        BoostCharge();
    }
示例#2
0
 void CheckColor(MusicLayer givenLayer)
 {
     if (givenLayer != thisObjectsMusicLayer)
     {
         StartCoroutine(ShrinkTillDeath());
     }
 }
示例#3
0
    void Start()
    {
        mat = new Material(Shader.Find("Sprites/Default"));

        var root = new GameObject();

        root.transform.parent = gameObject.transform;
        root.name             = "Music Layers";

        stingerSource = root.AddComponent <AudioSource>();
        stingerSource.spatialBlend          = 0.0f;
        stingerSource.dopplerLevel          = 0.0f;
        stingerSource.outputAudioMixerGroup = stingerMixerGroup;

        for (int n = 0; n < layers.Length; n++)
        {
            layers[n] = new MusicLayer(n, root, "Layer " + (n + 1));
        }

        currSegment = startSegment;
        nextSegment = startSegment;
        if (currSegment.mixerSnapshot != null)
        {
            currSegment.mixerSnapshot.TransitionTo(currSegment.snapshotTransitionTime);
        }

        FindAllSegments(startSegment);

        startTime            = AudioSettings.dspTime;
        nextSegmentStartTime = startTime + 2.0; // It may take some time before we are done initializing all game objects
    }
示例#4
0
    void ChangeControllerMatColor(MusicLayer givenLayer)
    {
        switch (givenLayer)
        {
        case MusicLayer.Charleston:
            rend.sharedMaterial.SetColor("_EmissionColor", yellowColor);
            break;

        case MusicLayer.Dholak:
            rend.sharedMaterial.SetColor("_EmissionColor", redColor);
            break;

        case MusicLayer.Funk:
            rend.sharedMaterial.SetColor("_EmissionColor", purpleColor);
            break;

        case MusicLayer.OGProd:
            rend.sharedMaterial.SetColor("_EmissionColor", blueColor);
            break;

        case MusicLayer.Sniper:
            rend.sharedMaterial.SetColor("_EmissionColor", greenColor);
            break;

        case MusicLayer.Squeaker:
            rend.sharedMaterial.SetColor("_EmissionColor", orangeColor);
            break;
        }
    }
示例#5
0
    public void ColorSlide(MusicLayer givenLayer)
    {
        switch (givenLayer)
        {
        case MusicLayer.Funk:
            StopAllCoroutines();
            StartCoroutine(SlideToColor(whenPurple));
            break;

        case MusicLayer.OGProd:
            StopAllCoroutines();
            StartCoroutine(SlideToColor(whenBlue));
            break;

        case MusicLayer.Sniper:
            StopAllCoroutines();
            StartCoroutine(SlideToColor(whenGreen));
            break;

        case MusicLayer.Charleston:
            StopAllCoroutines();
            StartCoroutine(SlideToColor(whenYellow));
            break;

        case MusicLayer.Squeaker:
            StopAllCoroutines();
            StartCoroutine(SlideToColor(whenOrange));
            break;

        case MusicLayer.Dholak:
            StopAllCoroutines();
            StartCoroutine(SlideToColor(whenRed));
            break;
        }
    }
示例#6
0
    void UpdateColors(MusicLayer sentLayer)
    {
        tertiaryAccentColor  = secondaryAccentColor;
        secondaryAccentColor = firstAccentColor;
        firstAccentColor     = backgroundColor;
        switch (sentLayer)
        {
        case MusicLayer.Charleston:
            backgroundColor = charlestonColor;
            break;

        case MusicLayer.Dholak:
            backgroundColor = dholakColor;
            break;

        case MusicLayer.Funk:
            backgroundColor = funkColor;
            break;

        case MusicLayer.OGProd:
            backgroundColor = ogProdColor;
            break;

        case MusicLayer.Sniper:
            backgroundColor = sniperColor;
            break;

        case MusicLayer.Squeaker:
            backgroundColor = squeakerColor;
            break;
        }
    }
示例#7
0
 void BurstSystem(MusicLayer givenLayer)
 {
     if (givenLayer == wallLayer)
     {
         pSys.Play();
     }
 }
示例#8
0
    void ChangeTheMaterial(MusicLayer sentLayer)
    {
        switch (sentLayer)
        {
        case MusicLayer.Charleston:
            rend.material = charlestonMat;
            break;

        case MusicLayer.Dholak:
            rend.material = dholakMat;
            break;

        case MusicLayer.Funk:
            rend.material = funkMat;
            break;

        case MusicLayer.OGProd:
            rend.material = ogProdMat;
            break;

        case MusicLayer.Sniper:
            rend.material = sniperMat;
            break;

        case MusicLayer.Squeaker:
            rend.material = squeakerMat;
            break;
        }
    }
示例#9
0
 void ChangeMaterial(MusicLayer sentLayer)
 {
     foreach (MusicLayer triggerLayer in triggerLayers)
     {
         if (sentLayer == triggerLayer)
         {
             rend.material = possibleMaterials[Random.Range(0, possibleMaterials.Length)];
         }
     }
 }
    private IEnumerator FadeIn(MusicLayer a_layer)
    {
        var timeElapsed = 0f;

        while (timeElapsed < m_layerFadeTime)
        {
            var t = timeElapsed / m_layerFadeTime;
            a_layer.Volume = Mathf.Lerp(0f, m_layerVolume, t);
            timeElapsed   += Time.deltaTime;
            yield return(null);
        }
    }
示例#11
0
 void ChangeSharedColor(MusicLayer junk)
 {
     if (accentColor == AccentColor.Background)
     {
         if (shared)
         {
             rend.sharedMaterial.SetColor("_EmissionColor", Song3ColorSystemManager.Instance.backgroundColor);
         }
         else
         {
             rend.material.SetColor("_EmissionColor", Song3ColorSystemManager.Instance.backgroundColor);
         }
         rend.material.SetColor("_MainColor", Song3ColorSystemManager.Instance.backgroundColor);
     }
     else if (accentColor == AccentColor.FirstAccent)
     {
         if (shared)
         {
             rend.sharedMaterial.SetColor("_EmissionColor", Song3ColorSystemManager.Instance.firstAccentColor);
         }
         else
         {
             rend.material.SetColor("_EmissionColor", Song3ColorSystemManager.Instance.firstAccentColor);
         }
         rend.material.SetColor("_MainColor", Song3ColorSystemManager.Instance.firstAccentColor);
     }
     else if (accentColor == AccentColor.SecondAccent)
     {
         if (shared)
         {
             rend.sharedMaterial.SetColor("_EmissionColor", Song3ColorSystemManager.Instance.secondaryAccentColor);
         }
         else
         {
             rend.material.SetColor("_EmissionColor", Song3ColorSystemManager.Instance.secondaryAccentColor);
         }
         rend.material.SetColor("_MainColor", Song3ColorSystemManager.Instance.secondaryAccentColor);
     }
     else if (accentColor == AccentColor.ThirdAccent)
     {
         if (shared)
         {
             rend.sharedMaterial.SetColor("_EmissionColor", Song3ColorSystemManager.Instance.tertiaryAccentColor);
         }
         else
         {
             rend.material.SetColor("_EmissionColor", Song3ColorSystemManager.Instance.tertiaryAccentColor);
         }
         rend.material.SetColor("_MainColor", Song3ColorSystemManager.Instance.tertiaryAccentColor);
     }
 }
    private IEnumerator FadeOut(MusicLayer a_layer)
    {
        var timeElapsed = 0f;

        while (timeElapsed < m_layerFadeTime)
        {
            var t = 1f - timeElapsed / m_layerFadeTime;
            a_layer.Volume = Mathf.Lerp(0f, m_layerVolume, t);
            timeElapsed   += Time.deltaTime;
            yield return(null);
        }

        MusicLayerManager.instance.RemoveLayer(a_layer.Name);
    }
示例#13
0
 void JerkALil(MusicLayer sentLayer)
 {
     if (gameObject.activeInHierarchy)
     {
         if (anyTrigger)
         {
             StopAllCoroutines();
             StartCoroutine(Jerk());
         }
         else if (sentLayer == specificLayer)
         {
             StopAllCoroutines();
             StartCoroutine(Jerk());
         }
     }
 }
示例#14
0
    void ChangeSharedColor(MusicLayer sentLayer)
    {
        var main = pStem.main;

        if (accentColor == AccentColor.Background)
        {
            main.startColor = Song3ColorSystemManager.Instance.backgroundColor;
            switch (sentLayer)
            {
            case MusicLayer.Charleston:
                main.startColor = Song3ColorSystemManager.Instance.charlestonColor;
                break;

            case MusicLayer.Dholak:
                main.startColor = Song3ColorSystemManager.Instance.dholakColor;
                break;

            case MusicLayer.Funk:
                main.startColor = Song3ColorSystemManager.Instance.funkColor;
                break;

            case MusicLayer.OGProd:
                main.startColor = Song3ColorSystemManager.Instance.ogProdColor;
                break;

            case MusicLayer.Sniper:
                main.startColor = Song3ColorSystemManager.Instance.sniperColor;
                break;

            case MusicLayer.Squeaker:
                main.startColor = Song3ColorSystemManager.Instance.squeakerColor;
                break;
            }
        }
        else if (accentColor == AccentColor.FirstAccent)
        {
            main.startColor = Song3ColorSystemManager.Instance.firstAccentColor;
        }
        else if (accentColor == AccentColor.SecondAccent)
        {
            main.startColor = Song3ColorSystemManager.Instance.secondaryAccentColor;
        }
        else if (accentColor == AccentColor.ThirdAccent)
        {
            main.startColor = Song3ColorSystemManager.Instance.tertiaryAccentColor;
        }
    }
示例#15
0
 void CheckIfEnable(MusicLayer sentLayer)
 {
     if (renderers.Length > 0)
     {
         foreach (Renderer rend in renderers)
         {
             rend.enabled = sentLayer == thisLayer;
         }
     }
     if (gameObjectsToEnable.Length > 0)
     {
         foreach (GameObject go in gameObjectsToEnable)
         {
             go.SetActive(sentLayer == thisLayer);
         }
     }
 }
示例#16
0
 void BackgroundParticleManaging(MusicLayer givenLayer)
 {
     if (givenLayer == whichLayer)
     {
         foreach (EmissionWithCharge emissionScript in backgroundParticleObjects)
         {
             emissionScript.CorrectColor();
         }
     }
     else
     {
         foreach (EmissionWithCharge emissionScript in backgroundParticleObjects)
         {
             emissionScript.StopOnWrongColor();
         }
     }
 }
示例#17
0
 void CheckColor(MusicLayer givenLayer)
 {
     if (gameObject.activeInHierarchy)
     {
         //Debug.Log("Checking color");
         if (givenLayer == thisSpawnersMusicLayer)
         {
             //Debug.Log("Oh yeah, " + givenLayer + " boutta spawn.");
             StartCoroutine(BurstSpawnForSomeSeconds());
         }
         else
         {
             StopAllCoroutines();
             thisSpawner.enabled = false;
         }
     }
 }
示例#18
0
 void ChangeSharedColor(MusicLayer junk)
 {
     if (accentColor == AccentColor.Background)
     {
         rend.sharedMaterial.color = Song3ColorSystemManager.Instance.backgroundColor;
     }
     else if (accentColor == AccentColor.FirstAccent)
     {
         rend.sharedMaterial.color = Song3ColorSystemManager.Instance.firstAccentColor;
     }
     else if (accentColor == AccentColor.SecondAccent)
     {
         rend.sharedMaterial.color = Song3ColorSystemManager.Instance.secondaryAccentColor;
     }
     else if (accentColor == AccentColor.ThirdAccent)
     {
         rend.sharedMaterial.color = Song3ColorSystemManager.Instance.tertiaryAccentColor;
     }
 }
示例#19
0
    void UpdateColor(MusicLayer mLayer)
    {
        //Debug.Log("UpdatingColor!");
        tertiaryColorMat.SetColor("_MainColor", secondaryColorMat.GetColor("_MainColor"));
        secondaryColorMat.SetColor("_MainColor", primaryColorMat.GetColor("_MainColor"));
        primaryColorMat.SetColor("_MainColor", backgroundColorMat.GetColor("_MainColor"));


        switch (mLayer)
        {
        case MusicLayer.Charleston:
            //primaryColorMat.SetColor("_MainColor", yellowColor);
            backgroundColorMat.SetColor("_MainColor", yellowColor);
            break;

        case MusicLayer.Dholak:
            //primaryColorMat.SetColor("_MainColor", redColor);
            backgroundColorMat.SetColor("_MainColor", redColor);
            break;

        case MusicLayer.Funk:
            //primaryColorMat.SetColor("_MainColor", purpleColor);
            backgroundColorMat.SetColor("_MainColor", purpleColor);
            break;

        case MusicLayer.OGProd:
            //primaryColorMat.SetColor("_MainColor", blueColor);
            backgroundColorMat.SetColor("_MainColor", blueColor);
            break;

        case MusicLayer.Sniper:
            //primaryColorMat.SetColor("_MainColor", greenColor);
            backgroundColorMat.SetColor("_MainColor", greenColor);
            break;

        case MusicLayer.Squeaker:
            //primaryColorMat.SetColor("_MainColor", orangeColor);
            backgroundColorMat.SetColor("_MainColor", orangeColor);
            break;
        }
    }
示例#20
0
    void UpdateColor(MusicLayer junk)
    {
        //Debug.Log("Updating Color.");
        switch (world)
        {
        case WhichWorld.TrueWold:
            rend.material.SetColor("_BaseColor", Song3ColorSystemManager.Instance.backgroundColor);
            break;

        case WhichWorld.World1:
            rend.material.SetColor("_BaseColor", Song3ColorSystemManager.Instance.firstAccentColor);
            break;

        case WhichWorld.World2:
            rend.material.SetColor("_BaseColor", Song3ColorSystemManager.Instance.secondaryAccentColor);
            break;

        case WhichWorld.World3:
            rend.material.SetColor("_Color", Song3ColorSystemManager.Instance.tertiaryAccentColor);
            break;
        }
    }
示例#21
0
    void ChangeBackground(MusicLayer givenLayer)
    {
        if (DavisDnB_AudioManager.Instance.visualsEnabled)
        {
            switch (givenLayer)
            {
            case MusicLayer.Charleston:
                cam.backgroundColor = whenYellow;
                break;

            case MusicLayer.Dholak:
                cam.backgroundColor = whenRed;
                break;

            case MusicLayer.Funk:
                cam.backgroundColor = whenPurple;
                break;

            case MusicLayer.OGProd:
                cam.backgroundColor = whenBlue;
                break;

            case MusicLayer.Sniper:
                cam.backgroundColor = whenGreen;
                break;

            case MusicLayer.Squeaker:
                cam.backgroundColor = whenOrange;
                break;
            }
        }
        else
        {
            cam.backgroundColor = whenVisualsDisabled;
        }
    }
示例#22
0
    void Burst(MusicLayer mLayer)
    {
        var pStmMain = pStm.main;

        if (thisControllerGTrack.currentVelocity.magnitude > otherControllerGTrack.currentVelocity.magnitude)
        {
            switch (mLayer)
            {
            case MusicLayer.Dholak:
                pStmMain.startColor = redGradient;
                break;

            case MusicLayer.Squeaker:
                pStmMain.startColor = orangeGradient;
                break;

            case MusicLayer.Charleston:
                pStmMain.startColor = yellowGradient;
                break;

            case MusicLayer.Sniper:
                pStmMain.startColor = greenGradient;
                break;

            case MusicLayer.OGProd:
                pStmMain.startColor = blueGradient;
                break;

            case MusicLayer.Funk:
                pStmMain.startColor = purpleGradient;
                break;
            }

            pStm.Play();
        }
    }
示例#23
0
 private void PauseAtMax(MusicLayer mLayer)
 {
     StartCoroutine(PauseAtMaxRoutine());
 }
示例#24
0
 void UpdateColor(MusicLayer junk)
 {
     StartCoroutine(WaitAFrameBeforeUpdatingColor());
 }
示例#25
0
    void ChangeColor(MusicLayer givenLayer)
    {
        currentLayer = givenLayer;
        switch (currentSpeed)
        {
        case PlaybackSpeed.Slow:
            switch (currentLayer)
            {
            case MusicLayer.Dholak:
                rend.material = slowRed;
                break;

            case MusicLayer.Squeaker:
                rend.material = slowOrange;
                break;

            case MusicLayer.Charleston:
                rend.material = slowYellow;
                break;

            case MusicLayer.Sniper:
                rend.material = slowGreen;
                break;

            case MusicLayer.OGProd:
                rend.material = slowBlue;
                break;

            case MusicLayer.Funk:
                rend.material = slowPurple;
                break;
            }
            break;

        case PlaybackSpeed.Medium:
            switch (currentLayer)
            {
            case MusicLayer.Dholak:
                rend.material = medRed;
                break;

            case MusicLayer.Squeaker:
                rend.material = medOrange;
                break;

            case MusicLayer.Charleston:
                rend.material = medYellow;
                break;

            case MusicLayer.Sniper:
                rend.material = medGreen;
                break;

            case MusicLayer.OGProd:
                rend.material = medBlue;
                break;

            case MusicLayer.Funk:
                rend.material = medPurple;
                break;
            }
            break;

        case PlaybackSpeed.Fast:
            switch (currentLayer)
            {
            case MusicLayer.Dholak:
                rend.material = fastRed;
                break;

            case MusicLayer.Squeaker:
                rend.material = fastOrange;
                break;

            case MusicLayer.Charleston:
                rend.material = fastYellow;
                break;

            case MusicLayer.Sniper:
                rend.material = fastGreen;
                break;

            case MusicLayer.OGProd:
                rend.material = fastBlue;
                break;

            case MusicLayer.Funk:
                rend.material = fastPurple;
                break;
            }
            break;
        }
    }