void Start() { //好用的東東但用不到 會取所有的AudioSource 連帶影響到BGM //SFXSource = FindObjectsOfType(typeof(AudioSource))as AudioSource[]; //抓取全部有以下 Tag的物件 SFXGameObjectGroup1 = GameObject.FindGameObjectsWithTag("Monster"); SFXGameObjectGroup2 = GameObject.FindGameObjectsWithTag("SFXSource");//本來只有一個現在Player跟Canvas getHitEffect = FindObjectOfType <GetHitEffect>(); BGMSource = GetComponent <AudioSource>(); //音量初始 //foreach (AudioSource SFXAudioSource in SFXSource) //{ // SFXAudioSource.volume = CentralData.GetInst().SFXVol; //} //所有有Monster Tag的物件的音量全部設定 foreach (GameObject SFXAudioSource in SFXGameObjectGroup1) { SFXAudioSource.GetComponent <AudioSource>().volume = CentralData.GetInst().SFXVol; } foreach (GameObject SFXAudioSource in SFXGameObjectGroup2) { SFXAudioSource.GetComponent <AudioSource>().volume = CentralData.GetInst().SFXVol; } BGMSource.volume = CentralData.GetInst().BGMVol; BGMSlider.value = CentralData.GetInst().BGMVol; SFXSlider.value = CentralData.GetInst().SFXVol; }
private void Awake() { //Add Audio Soruce. we need a global player because if (explosionSource == null) { explosionSource = gameObject.AddComponent <SFXAudioSource>(); } }
private void Awake() { DontDestroyOnLoad(this); if (Instance != null) { Destroy(this.gameObject); } else { Instance = this; } }
public void SetSFXVol(float v) { //CentralData.GetInst().SFXVol = v; //foreach (AudioSource audioSource in SFXSource) //{ // audioSource.volume = v; //} foreach (GameObject SFXAudioSource in SFXGameObjectGroup1) { SFXAudioSource.GetComponent <AudioSource>().volume = v; } foreach (GameObject SFXAudioSource in SFXGameObjectGroup2) { SFXAudioSource.GetComponent <AudioSource>().volume = v; } }
public void playSFX(string sfxName) { int randomLaserSound; switch (sfxName) { case "shipFiring": randomLaserSound = Random.Range(0, shipFiring.Length); SFXAudioSource.PlayOneShot(shipFiring[Random.Range(0, shipFiring.Length)]); break; case "shipTripleFiring": randomLaserSound = Random.Range(0, shipFiring.Length); SFXAudioSource.PlayOneShot(shipFiring[randomLaserSound]); SFXAudioSource.PlayOneShot(shipFiring[randomLaserSound]); break; case "nukeDeploy": SFXAudioSource.PlayOneShot(nukeDeploy); break; case "shipBoost": SFXAudioSource.PlayOneShot(shipBoost); break; case "shipBoostRecharge": SFXAudioSource.PlayOneShot(shipBoostRecharge); break; case "ammoPickup": SFXAudioSource.PlayOneShot(ammoPickup); break; case "shieldPowerUpPickup": SFXAudioSource.PlayOneShot(shieldPowerUpPickup); break; case "tripleBulletPowerUpPickup": SFXAudioSource.PlayOneShot(tripleBulletPowerUpPickup); break; case "berserkerPowerUpPickup": SFXAudioSource.PlayOneShot(shipBerserkerPowerUpPickup); break; case "laserPowerUpPickup": SFXAudioSource.PlayOneShot(laserPowerUpPickup); break; case "nukePowerUpPickup": SFXAudioSource.PlayOneShot(nukePowerUpPickup); break; case "shipHitDamage": SFXAudioSource.PlayOneShot(shipHitDamage); break; case "shipDeath": SFXAudioSource.PlayOneShot(shipDeath); break; case "enemyBulletHit": SFXAudioSource.PlayOneShot(enemyHit); break; case "enemyBerserkerHit": SFXAudioSource.PlayOneShot(enemyHit); break; case "enemyLaserHit": SFXAudioSource.PlayOneShot(enemyLaserHit); break; case "purpleBombFiring": SFXAudioSource.PlayOneShot(purpleBombFiring); break; case "purpleBombHit": SFXAudioSource.PlayOneShot(purpleBombHit); break; case "enemy4BulletFire": SFXAudioSource.PlayOneShot(enemy4BulletFire); break; default: //Only for tests purposes Debug.Log("Missing AudioClip association"); break; } }
public void PlayRandomCoinClip() { int random = Random.Range(0, coinCollection.Count); SFXAudioSource.PlayOneShot(coinCollection [random]); }