示例#1
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 //Play_3D_FadeInOut
 public SoundEffectPlayer PlaySE_3D_FadeInOut(SoundNameSE _soundName, float _fadeInTime, float _fadeOutTime, float _minDistance, float _maxDistance, Vector3 _soundPos, float _volume = DefaultParamVolume, float _delay = DefaultParamDelay, float _pitch = DefaultParamPitch, UnityAction _onStartBefore = null, UnityAction _onStart = null, UnityAction _onComplete = null, UnityAction _onCompleteAfter = null)
 {
     return(PlaySE(_soundName.ToString(), _volume, _delay, _pitch, false, 1, _fadeInTime, _fadeOutTime, true, _soundPos, null, _minDistance, _maxDistance, _onStartBefore, _onStart, _onComplete, _onCompleteAfter));
 }
示例#2
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 public SoundEffectPlayer PlaySE_3D_FadeInOut(SoundNameSE _soundName, float _fadeInTime, float _fadeOutTime, GameObject _chaseObject, float _volume = DefaultParamVolume, float _delay = DefaultParamDelay, float _pitch = DefaultParamPitch, UnityAction _onStartBefore = null, UnityAction _onStart = null, UnityAction _onComplete = null, UnityAction _onCompleteAfter = null)
 {
     return(PlaySE(_soundName.ToString(), _volume, _delay, _pitch, false, 1, _fadeInTime, _fadeOutTime, true, _chaseObject.transform.position, _chaseObject, DefaultParamMinDistance, DefaultParamMaxDistance, _onStartBefore, _onStart, _onComplete, _onCompleteAfter));
 }
示例#3
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 public SoundEffectPlayer PlaySE_3D_LoopInfinity(SoundNameSE _soundName, float _minDistance, float _maxDistance, GameObject _chaseObject, float _volume = DefaultParamVolume, float _delay = DefaultParamDelay, float _pitch = DefaultParamPitch, UnityAction _onStartBefore = null, UnityAction _onStart = null, UnityAction _onComplete = null, UnityAction _onCompleteAfter = null)
 {
     return(PlaySE(_soundName.ToString(), _volume, _delay, _pitch, true, 1, 0.0f, 0.0f, true, _chaseObject.transform.position, _chaseObject, _minDistance, _maxDistance, _onStartBefore, _onStart, _onComplete, _onCompleteAfter));
 }
示例#4
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 public SoundEffectPlayer PlaySE_3D_LoopInfinity(SoundNameSE _soundName, Vector3 _soundPos, float _volume = DefaultParamVolume, float _delay = DefaultParamDelay, float _pitch = DefaultParamPitch, UnityAction _onStartBefore = null, UnityAction _onStart = null, UnityAction _onComplete = null, UnityAction _onCompleteAfter = null)
 {
     return(PlaySE(_soundName.ToString(), _volume, _delay, _pitch, true, 1, 0.0f, 0.0f, true, _soundPos, null, DefaultParamMinDistance, DefaultParamMaxDistance, _onStartBefore, _onStart, _onComplete, _onCompleteAfter));
 }
示例#5
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 //PlaySE_2D_FadeInOut
 public SoundEffectPlayer PlaySE_2D_FadeInOut(SoundNameSE _soundName, float _fadeInTime, float _fadeOutTime, float _volume = DefaultParamVolume, float _delay = DefaultParamVolume, float _pitch = DefaultParamPitch, UnityAction _onStartBefore = null, UnityAction _onStart = null, UnityAction _onComplete = null, UnityAction _onCompleteAfter = null)
 {
     return(PlaySE(_soundName.ToString(), _volume, _delay, _pitch, false, 1, _fadeInTime, _fadeOutTime, false, Vector3.zero, null, 0.0f, 0.0f, _onStartBefore, _onStart, _onComplete, _onCompleteAfter));
 }
示例#6
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 //PlaySE_2D_Loop
 public SoundEffectPlayer PlaySE_2D_Loop(SoundNameSE _soundName, int _loopCount, float _volume = DefaultParamVolume, float _delay = DefaultParamDelay, float _pitch = DefaultParamPitch, UnityAction _onStartBefore = null, UnityAction _onStart = null, UnityAction _onComplete = null, UnityAction _onCompleteAfter = null)
 {
     return(PlaySE(_soundName.ToString(), _volume, _delay, _pitch, false, _loopCount, 0.0f, 0.0f, false, Vector3.zero, null, 0.0f, 0.0f, _onStartBefore, _onStart, _onComplete, _onCompleteAfter));
 }
示例#7
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 /// <summary>
 /// HashTableのパラメータを参照してSEを再生する
 /// </summary>
 /// <returns>SEPlayer</returns>
 /// <param name="_soundName">SEの名前</param>
 /// <param name="_args">パラメータ</param>
 public SoundEffectPlayer PlaySE(SoundNameSE _soundName, Hashtable _args)
 {
     return(PlaySE(_soundName.ToString(), _args));
 }