private void OnRoundStarted(WaveType waveType) { Debug.Log("OnRoundStarted"); currWaveType = waveType; switch (waveType) { case WaveType.normal: currTheme = theme_normal[Random.Range(0, theme_normal.Length)]; break; case WaveType.hunter: currTheme = theme_hunter[Random.Range(0, theme_hunter.Length)]; break; } if (ambient != null) { StopCoroutine(ambient); } ambient = StartCoroutine(StopAmbient()); if (action != null) { StopCoroutine(action); } action = StartCoroutine(StartAction(true)); }
private MusicTheme GetBattleThemeWithCulture( CultureCode cultureCode, out bool isPaganBattle) { isPaganBattle = false; MusicTheme musicTheme = MusicTheme.None; if ((double)MBRandom.RandomFloat <= (double)this._factionSpecificBattleThemeSelectionFactor) { this._factionSpecificBattleThemeSelectionFactor -= 0.1f; MBMath.ClampUnit(ref this._factionSpecificBattleThemeSelectionFactor); switch (cultureCode) { case CultureCode.Sturgia: case CultureCode.Aserai: case CultureCode.Khuzait: case CultureCode.Battania: isPaganBattle = true; musicTheme = (double)MBRandom.RandomFloat < 0.5 ? MusicTheme.BattlePaganA : MusicTheme.BattlePaganB; break; default: musicTheme = (double)MBRandom.RandomFloat < 0.5 ? MusicTheme.CombatA : MusicTheme.CombatB; break; } } return(musicTheme); }
IEnumerator ChangeTheme(float delay, MusicTheme newTheme) { yield return(new WaitForSecondsRealtime(delay)); yield return(StartCoroutine(StopAction(false, false))); currTheme = newTheme; yield return(StartCoroutine(StartAction(false))); }
public void StartTheme(MusicTheme theme, float startIntensity, bool queueEndSegment = false) { int num1 = (int)PsaiCore.Instance.TriggerMusicTheme((int)theme, startIntensity); if (!queueEndSegment) { return; } int num2 = (int)PsaiCore.Instance.StopMusic(false, 3f); }
private void Awake() { current = this; GlobalEvents.OnRoundStarted += OnRoundStarted; GlobalEvents.OnRoundEnded += OnRoundEnded; GlobalEvents.OnGameOver += OnGameOver; GlobalEvents.onShipGetHit += OnShipGetHit; GlobalEvents.onShipKilled += OnShipKilled; currTheme = theme_normal[0]; }
public MusicTheme GetCampaignMusicTheme( CultureCode cultureCode, bool isDark, bool isWarMode) { MusicTheme musicTheme = MusicTheme.None; if (!isDark & isWarMode) { musicTheme = this._campaignMode.GetCampaignDramaticThemeWithCulture(cultureCode); } return(musicTheme != MusicTheme.None ? musicTheme : this._campaignMode.GetCampaignTheme(cultureCode, isDark)); }
public void PlayMusic(string name, float targetVolume) // play a music theme (by name) after a specified delay (in float seconds) { for (int i = 0; i < musicThemes.Length; i++) // checks all Audio Sources (music themes) { if (musicThemes[i].source.isPlaying) // If the music theme is already playing { if (name != musicThemes[i].name) // if the requested music theme is not this one { // Debug.Log("name: " + name + " - musicThemes[i].name: " + musicThemes[i].name); StartCoroutine(FadeMixerGroup.StartFade(musicThemes[i].source.outputAudioMixerGroup.audioMixer, musicThemes[i].name + "Vol", 5.5f, 0)); // turn down the volume in a fade StartCoroutine(StopAfterDelay(musicThemes[i].source)); // stop the music theme } } else { if (name == "Battle") { if (SceneManager.GetActiveScene().name == "Tutorial") { musicThemes[2].source.clip = battle[4]; // tutorial battle music FadeMixerGroup.SetVolume(musicThemes[5].source.outputAudioMixerGroup.audioMixer, musicThemes[5].name + "Vol", targetVolume); // turn down the volume musicThemes[5].source.Stop(); // stop instructions music FadeMixerGroup.SetVolume(musicThemes[2].source.outputAudioMixerGroup.audioMixer, musicThemes[2].name + "Vol", targetVolume); // turn up the volume musicThemes[2].source.Play(); // play battle music return; } else { musicThemes[2].source.clip = battle[runTimeChoices.runTimeLoopCount - 1]; } StopCurrentPlaying(); StartCoroutine(FadeMixerGroup.StartFade(musicThemes[i].source.outputAudioMixerGroup.audioMixer, musicThemes[i].name + "Vol", 5, targetVolume)); // turn up the volume in a fade } else if (name == "Peace") { musicThemes[3].source.clip = peace[runTimeChoices.runTimeLoopCount - 1]; } StartCoroutine(FadeMixerGroup.StartFade(musicThemes[i].source.outputAudioMixerGroup.audioMixer, musicThemes[i].name + "Vol", 5, targetVolume)); // turn up the volume in a fade } } MusicTheme mt = Array.Find(musicThemes, musicTheme => musicTheme.name == name); if (mt == null) { Debug.LogWarning("Music Theme: " + name + " not found!"); return; } StartCoroutine(PlayAfterDelay(mt.source)); }
public MusicTheme GetBattleEndTheme(CultureCode culture, bool isVictorious) { MusicTheme musicTheme; if (isVictorious) { MusicTheme victoryThemeForCulture = this.GetVictoryThemeForCulture(culture); musicTheme = victoryThemeForCulture != MusicTheme.None ? victoryThemeForCulture : MusicTheme.BattleVictory; } else { musicTheme = MusicTheme.BattleDefeat; } return(musicTheme); }
// Initialize the player by setting the singleton instance and // setting current music theme to unassigned public void Initialize() { // If no sound object has yet been assigned, make this // the sound object and make sure it isn't destroyed on load if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } // Otherwise, if sound already exists but this isn't it, self-destruct else if (instance != this) { Destroy(gameObject); } // Initialize music theme to not yet assigned theme = MusicTheme.Unassigned; }
public MusicTheme GetSiegeTheme(CultureCode culture) { MusicTheme themeWithCulture = this.GetSiegeThemeWithCulture(culture); MusicTheme musicTheme; if (themeWithCulture == MusicTheme.None) { musicTheme = MusicTheme.BattleSiege; this._factionSpecificSiegeThemeSelectionFactor += 0.1f; MBMath.ClampUnit(ref this._factionSpecificSiegeThemeSelectionFactor); } else { musicTheme = themeWithCulture; this._factionSpecificSiegeThemeSelectionFactor -= 0.1f; MBMath.ClampUnit(ref this._factionSpecificSiegeThemeSelectionFactor); } return(musicTheme); }
private MusicTheme GetSiegeThemeWithCulture(CultureCode cultureCode) { MusicTheme musicTheme = MusicTheme.None; if ((double)MBRandom.RandomFloat <= (double)this._factionSpecificSiegeThemeSelectionFactor) { this._factionSpecificSiegeThemeSelectionFactor -= 0.1f; MBMath.ClampUnit(ref this._factionSpecificSiegeThemeSelectionFactor); switch (cultureCode) { case CultureCode.Sturgia: case CultureCode.Aserai: case CultureCode.Khuzait: case CultureCode.Battania: musicTheme = MusicTheme.PaganSiege; break; } } return(musicTheme); }
/// <summary> /// Stops the previous theme and starts the new one. /// </summary> public void Play(MusicTheme theme) { if (currentTune == theme) { return; } audioSource.Stop(); switch (theme) { case MusicTheme.MainMenu: this.audioSource.clip = mainMenuMusic; break; case MusicTheme.Battle: this.audioSource.clip = battleMenuMusic; break; case MusicTheme.BattleLost: this.audioSource.clip = battleLostMusic; break; case MusicTheme.BattleWon: this.audioSource.clip = battleWonMusic; break; } currentTune = theme; audioSource.Play(); }
public MusicTheme GetBattleTheme( CultureCode culture, int battleSize, out bool isPaganBattle) { MusicTheme themeWithCulture = this.GetBattleThemeWithCulture(culture, out isPaganBattle); MusicTheme musicTheme; if (themeWithCulture == MusicTheme.None) { musicTheme = (double)battleSize < (double)MusicParameters.SmallBattleTreshold - (double)MusicParameters.SmallBattleTreshold * 0.200000002980232 * (double)MBRandom.RandomFloat ? MusicTheme.BattleSmall : MusicTheme.BattleMedium; this._factionSpecificBattleThemeSelectionFactor += 0.1f; MBMath.ClampUnit(ref this._factionSpecificBattleThemeSelectionFactor); } else { musicTheme = themeWithCulture; this._factionSpecificBattleThemeSelectionFactor -= 0.1f; MBMath.ClampUnit(ref this._factionSpecificBattleThemeSelectionFactor); } return(musicTheme); }
// Plays the given music clip of the specified theme public void PlayMusicOfTheme(MusicTheme newTheme, List <AudioClip> newMusic) { theme = newTheme; // Go through the list of music channels and play the list of new music clips on each one for (int index = 0; index < musicChannels.Count; index++) { musicChannels [index].Stop(); if (index < newMusic.Count) { musicChannels [index].clip = newMusic [index]; musicChannels [index].Play(); } } // Log a warning if you specified too many new music audio clips if (newMusic.Count > musicChannels.Count) { Debug.LogWarning("You specified too many music clips for the sound player to play"); } }
public MusicTheme GetCampaignTheme(CultureCode cultureCode, bool isDark) { if (isDark) { return(MusicTheme.CampaignDark); } MusicTheme themeWithCulture = this.GetCampaignThemeWithCulture(cultureCode); MusicTheme musicTheme; if (themeWithCulture == MusicTheme.None) { musicTheme = MusicTheme.CampaignStandard; this._factionSpecificCampaignThemeSelectionFactor += 0.1f; MBMath.ClampUnit(ref this._factionSpecificCampaignThemeSelectionFactor); } else { musicTheme = themeWithCulture; this._factionSpecificCampaignThemeSelectionFactor -= 0.1f; MBMath.ClampUnit(ref this._factionSpecificCampaignThemeSelectionFactor); } return(musicTheme); }
public void PlayTheme(MusicTheme theme) { switch (theme) { case MusicTheme.NoChange: break; case MusicTheme.Silence: PlayMusic(null); break; case MusicTheme.MainTheme: PlayMusic(mainTheme); break; case MusicTheme.BarTheme: PlayMusic(barTheme); break; case MusicTheme.BattleTheme: PlayMusic(battleTheme); break; } }
public void PlayMusic(MusicTheme musicTheme) { AudioClip clipToPlay = null; switch (musicTheme) { case MusicTheme.Menu: clipToPlay = mainTheme; break; case MusicTheme.Game: clipToPlay = mainTheme; break; case MusicTheme.Boss: clipToPlay = bossTheme; break; } if (clipToPlay != null) { AudioManager.Instance.PlayMusic(clipToPlay, _musicFadeDuration); } }
public void SwitchToScene(string sceneName, Vector2 playerPosition, MusicTheme nextTheme = MusicTheme.NoChange) { StartCoroutine(SwitchSceneSequence(sceneName, playerPosition, nextTheme)); }
private IEnumerator SwitchSceneSequence(string sceneName, Vector2 playerPosition, MusicTheme nextTheme) { PlayerMovement playerMovement = Game.instance.refs.GetPlayerMovement(); Facing lastFacing = playerMovement.currentFacing; playerMovement.canMove = false; playerMovement.StopMovement(); AsyncOperation request = SceneManager.LoadSceneAsync(sceneName); request.allowSceneActivation = false; yield return(StartCoroutine(Game.instance.refs.GetOverlay().FadeIn())); request.allowSceneActivation = true; yield return(new WaitUntil(() => request.isDone)); Game.instance.gameAudio.PlaySceneSwitchSound(); Game.instance.gameAudio.PlayTheme(nextTheme); Game.instance.refs.GetPlayer().position = playerPosition; Game.instance.refs.GetPlayerMovement().currentFacing = lastFacing; yield return(StartCoroutine(Game.instance.refs.GetOverlay().FadeOut())); }
public Preferences(SPref spref) { reinforcer = spref.reinforcer; musicTheme = spref.musicTheme; code = spref.code; }
public void SetMusicTheme(MusicTheme m) { musicTheme = m; }
public SPref(Preferences pref) { reinforcer = pref.GetReinforcer(); musicTheme = pref.GetMusicTheme(); code = pref.GetCode(); }
public void StartThemeWithConstantIntensity(MusicTheme theme, bool queueEndSegment = false) { int num = (int)PsaiCore.Instance.HoldCurrentIntensity(true); this.StartTheme(theme, 0.0f, queueEndSegment); }
//Constructeur public Preferences() { reinforcer = Reinforcer.dino; musicTheme = MusicTheme.mario; code = "0000"; }