// Use this for initialization void Start () { // AudioSourceコンポーネントを取得し、変数に格納 AudioSource[] audioSources = GetComponents<AudioSource>(); BGM_Opening = audioSources[0]; BGM_GamePlay = audioSources[1]; NowPlaying = SOUND_NUMBER.NONE; }
// Update is called once per frame void Update () { // フェード中に遷移した時の初期化 if (isPlayOpening && isPlayGamePlay) { isPlayOpening = isPlayGamePlay = false; isFadeOpening = isFadeGamePlay = false; } //---------------------------- // オープニング //---------------------------- // フラグが立っていて再生中でなければ再生 if(isPlayOpening && !isPlayGamePlay){ if(NowPlaying != SOUND_NUMBER.OPENING) { NowPlaying = SOUND_NUMBER.OPENING; isFadeOpening = true; BGM_Opening.time = 0; } isPlayOpening = false; if(before_max_volume != max_volume){ isFadeOpening = true; before_max_volume = max_volume; } } // フェード処理 if (isFadeOpening){ if(BGM_Opening.volume < max_volume) { BGM_Opening.volume += FADE_VOLUME; BGM_GamePlay.volume -= FADE_VOLUME; } else { BGM_Opening.volume = max_volume; BGM_GamePlay.volume = 0; isFadeOpening = false; } } //---------------------------- // ゲーム中 //---------------------------- // フラグが立っていて再生中でなければ再生 if(isPlayGamePlay && !isPlayOpening){ if(NowPlaying != SOUND_NUMBER.GAMEPLAY) { NowPlaying = SOUND_NUMBER.GAMEPLAY; isFadeGamePlay = true; BGM_GamePlay.time = 0; } isPlayGamePlay = false; if(before_max_volume != max_volume){ isFadeGamePlay = true; before_max_volume = max_volume; } } // フェード処理 if (isFadeGamePlay){ if(BGM_GamePlay.volume < max_volume) { BGM_GamePlay.volume += FADE_VOLUME; BGM_Opening.volume -= FADE_VOLUME; } else { BGM_GamePlay.volume = max_volume; BGM_Opening.volume = 0; isFadeGamePlay = false; } } }