/* * public void StopFootSteps() * { * Debug.Log("스탑워킹"); * StopCoroutine(WalkingSound()); * } */ IEnumerator WalkingSound(float length) { Debug.Log("스타트워킹"); AudioClip clip = SFXFootStep[Random.Range(0, SFXFootStep.Length)]; WaitForSeconds ws = new WaitForSeconds(clip.length); float time = 0f; while (time < length) { time += clip.length; SFXAudio.PlayOneShot(clip, SettingUIManager.GetInstance().GetSFXVolume()); yield return(ws); } }
public void LoadGame() //저장했던 게임 시작. 저장 자료ㅗ구조 만들기. { SettingUIManager.GetInstance().PauseBtn.interactable = true; //저장을, 하루의 완전 종료 일때! //11일을 다하고 12일날 하다가 종료면 //11일 마지막까지 저장이 된 후 //이 로드를 불러올때는 //이렇게 하루 시작만 하면 되게/. bool loadSuccess = SaveManager.GetInstance().LoadGame(); if (loadSuccess == false) { Debug.LogError("저장 데이터가 존재하지 않음!"); return; } StartCoroutine(LoadingScene("QuestRoom_1", StartNewMorning)); }
public void PlaySFX(E_SFX sfx) { AudioClip clip = null; AudioClip[] cliplist = null; switch (sfx) { case E_SFX.CLICK: cliplist = SFXClick; break; case E_SFX.SLIDE: cliplist = SFXSlide; break; case E_SFX.GROWL: cliplist = SFXGrowl; break; case E_SFX.FOOTSTEP: cliplist = SFXFootStep; break; case E_SFX.GOLD: cliplist = SFXGold; break; case E_SFX.INVENOPEN: cliplist = SFXInvenOpen; break; case E_SFX.UNDERTAKE: cliplist = SFXUndertake; break; } clip = cliplist[Random.Range(0, cliplist.Length)]; SFXAudio.PlayOneShot(clip, SettingUIManager.GetInstance().GetSFXVolume()); }
public void NewStartGame() //완전 새로운 게임 시작. { SaveManager.GetInstance().DeleteSavedGame(); SettingUIManager.GetInstance().PauseBtn.interactable = true; Debug.Log("게임매니져 - 뉴스타트게임-"); InGameTimeManager.GetInstance().SetMainTime(1, 1, 1, 1, 1); WholeMonsterRiskManager.GetInstance().Init(); PhaseManager.GetInstance().InitForNewStart(); GoldManager.GetInstance().SetGold(Constant.newStartGolds); QuestManager.GetInstance().QuestDic.Clear(); Inventory.GetInstance().MobEvidenceInven.Clear(); Inventory.GetInstance().WeaponInventory.Clear(); GameEndJudgeManager.GetInstance().InitForNewStart(); CharactorManager.GetInstance().InitForNewStart(); TextManager.GetInstance().DistributedNames.Clear(); //모킹/ for (int i = 0; i < (int)E_Monster.MAX; i++) { for (int j = 0; j < (int)E_Evidence.MAX; j++) { Inventory.GetInstance().AddMobEvi(new QuestPerMob((E_Monster)i, (E_Evidence)j, 3)); } } List <Weapon> temp = new List <Weapon>(); Weapon w = WeaponInfoManager.GetInstance().CreateWeapon(E_Weapon.AXE); temp.Add(w); Inventory.GetInstance().AddWeaponsToInven(temp); //모킹종료 StartCoroutine(LoadingScene("QuestRoom_1", StartNewMorning)); }
public void ShowSetting() { SettingUIManager.GetInstance().Show(); }
public void OnSettingBtnClick() { SettingUIManager.GetInstance().Show(); }