public void createDuplication(UnityEngine.GameObject Item) { Item item = Item.GetComponent<ItemOnObject>().item; UnityEngine.GameObject duplication = UnityEngine.GameObject.FindGameObjectWithTag("MainInventory").GetComponent<Inventory>().addItemToInventory(item.itemID, item.itemValue); duplication.transform.parent.parent.parent.GetComponent<Inventory>().stackableSettings(); Item.GetComponent<ConsumeItem>().duplication = duplication; duplication.GetComponent<ConsumeItem>().duplication = Item; }
public void HandleCustomProperties(UnityEngine.GameObject gameObject, IDictionary<string, string> props) { // Simply add a component to our GameObject if (props.ContainsKey ("PrefabPath")) { string path = props["PrefabPath"]; UnityEngine.Object spawn = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)); if (spawn != null) { GameObject spawnInstance = (GameObject)GameObject.Instantiate(spawn); spawnInstance.name = spawn.name; // Use the position of the game object we're attached to spawnInstance.transform.parent = gameObject.transform; spawnInstance.transform.localPosition = Vector3.zero; gameObject.transform.localScale = Vector3.one * 100; } } if (props.ContainsKey ("Platform")) { gameObject.GetComponent<Collider2D>().usedByEffector = true; gameObject.AddComponent<PlatformEffector2D>().surfaceArc = 170f; } if(props.ContainsKey("ColliderMaterial")) { foreach(Collider2D collider in gameObject.GetComponentsInChildren<Collider2D>()) { string path = props["ColliderMaterial"]; collider.sharedMaterial = (PhysicsMaterial2D)AssetDatabase.LoadAssetAtPath(path, typeof(PhysicsMaterial2D)); } } }
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); } } else { tempin_gameObjectID = unchecked((uint)-1); } in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie); { uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode()); return ret; } }
public override bool TagApplies(UnityEngine.GameObject gameObject, AudioManager.ListenerInfo info) { SettingsManager.Options ModOptions = gameObject.GetComponent<SettingsManager>().ModOptions; int finalHappiness = (int)Singleton<DistrictManager>.instance.m_districts.m_buffer[0].m_finalHappiness; return (finalHappiness < ModOptions.MoodDependentMusic_MoodThreshold); }
public override void Cast (UnityEngine.GameObject primaryTarget) { var wizz = primaryTarget.GetComponent<Wizard> (); if (wizz) { wizz.weapon.Enchant (this, Color.red, lifetime); UIStatusManager.Instance.AddBuff (DatabaseInstance.Icon, lifetime, "Deals fire damage on melee attacks"); } Destroy (this.gameObject, lifetime); }
public static void RemoveTopInfo(UnityEngine.GameObject obj) { UnityEngine.Component oldComp = obj.GetComponent<TopInfo>(); if (oldComp != null) { Linker.LinkTo(obj, null); UnityEngine.GameObject.Destroy(oldComp); } }
public void HandleCustomProperties(UnityEngine.GameObject gameObject, IDictionary<string, string> props) { if (props.ContainsKey("TargetDoor")) { gameObject.AddComponent<MurderMystery.DoorwayScript>(); gameObject.GetComponent<MurderMystery.DoorwayScript>().targetDoor = props["TargetDoor"]; } if (props.ContainsKey("Room")) { gameObject.AddComponent<MurderMystery.ContainerScript>(); gameObject.GetComponent<MurderMystery.ContainerScript>().roomName = props["Room"]; gameObject.tag = "Container"; gameObject.layer = LayerMask.NameToLayer("Containers"); } if (props.ContainsKey("Ceiling")) { gameObject.layer = LayerMask.NameToLayer("Ceilings"); gameObject.tag = "Ceiling"; Ceiling ceiling = gameObject.AddComponent<Ceiling>(); ceiling.roomName = props["Ceiling"]; } }
private void SetAnimatorController(UnityEngine.UI.Image image, Transform speaker, ref Animator animator) { if (speaker == null || image == null) return; if (animator == null) animator = image.GetComponent<Animator>(); if (animator == null) animator = image.gameObject.AddComponent<Animator>(); if (!animatedPortraits.ContainsKey(speaker)) { var animatedPortrait = (speaker != null) ? speaker.GetComponentInChildren<AnimatedPortrait>() : null; animatedPortraits.Add(speaker, animatedPortrait); } if (animatedPortraits[speaker] != null) { var animatorController = animatedPortraits[speaker].animatorController; if (animator.runtimeAnimatorController != animatorController) { animator.runtimeAnimatorController = animatorController; } } }
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name); //Set the original position AkSoundEngine.SetObjectPosition( in_gameObjectID, in_gameObjectID.transform.position.x, in_gameObjectID.transform.position.y, in_gameObjectID.transform.position.z, in_gameObjectID.transform.forward.x, in_gameObjectID.transform.forward.y, in_gameObjectID.transform.forward.z ); } } else { tempin_gameObjectID = unchecked((uint)-1); } in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie); { uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_1(tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode()); return ret; } }
// Applies damage to specified GameObject public override void ApplyDamageTo(UnityEngine.GameObject target) { // if the target object is equal to // the source object, return if (target == source) return; // Check the targets tag switch (target.tag) { // if it is the ship case "Ship": // Get the ship and the shield components var ship = target.GetComponent<Ship>(); var shield = ship.Shield; // if the shield exists // Set damage to the CurrentShields if (shield != null && shield.CurrentShields >= 0) { Debug.Log("Hit Shield"); shield.CurrentShields -= damage; } // if the shield does not exist // Set damage to the ship else { Debug.Log("Hit Ship"); ship.CurrentHP -= damage; } break; // deafult case default: break; } // Destroys object Destroy(gameObject); }
public static AKRESULT GetPlayingIDsFromGameObject(UnityEngine.GameObject in_GameObjId, ref uint io_ruNumIDs, uint[] out_aPlayingIDs) { uint tempin_GameObjId; if ( in_GameObjId != null ) { tempin_GameObjId = (uint)in_GameObjId.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_GameObjId.GetComponent<AkGameObject>() == null) { in_GameObjId.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_GameObjId, in_GameObjId.name); //Set the original position AkSoundEngine.SetObjectPosition( in_GameObjId, in_GameObjId.transform.position.x, in_GameObjId.transform.position.y, in_GameObjId.transform.position.z, in_GameObjId.transform.forward.x, in_GameObjId.transform.forward.y, in_GameObjId.transform.forward.z ); } } else { tempin_GameObjId = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetPlayingIDsFromGameObject(tempin_GameObjId, ref io_ruNumIDs, out_aPlayingIDs); return ret; } }
public static AKRESULT GetGameObjectAuxSendValues(UnityEngine.GameObject in_gameObjectID, AkAuxSendArray out_paAuxSendValues, ref uint io_ruNumSendValues) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name); //Set the original position AkSoundEngine.SetObjectPosition( in_gameObjectID, in_gameObjectID.transform.position.x, in_gameObjectID.transform.position.y, in_gameObjectID.transform.position.z, in_gameObjectID.transform.forward.x, in_gameObjectID.transform.forward.y, in_gameObjectID.transform.forward.z ); } } else { tempin_gameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetGameObjectAuxSendValues(tempin_gameObjectID, out_paAuxSendValues.m_Buffer, ref io_ruNumSendValues); return ret; } }
public static AKRESULT GetSwitch(string in_pstrSwitchGroupName, UnityEngine.GameObject in_GameObj, out uint out_rSwitchState) { uint tempin_GameObj; if ( in_GameObj != null ) { tempin_GameObj = (uint)in_GameObj.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_GameObj.GetComponent<AkGameObject>() == null) { in_GameObj.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_GameObj, in_GameObj.name); //Set the original position AkSoundEngine.SetObjectPosition( in_GameObj, in_GameObj.transform.position.x, in_GameObj.transform.position.y, in_GameObj.transform.position.z, in_GameObj.transform.forward.x, in_GameObj.transform.forward.y, in_GameObj.transform.forward.z ); } } else { tempin_GameObj = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetSwitch__SWIG_1(in_pstrSwitchGroupName, tempin_GameObj, out out_rSwitchState); return ret; } }
public static AKRESULT ResetRTPCValue(string in_pszRtpcName, UnityEngine.GameObject in_gameObjectID, int in_uValueChangeDuration, AkCurveInterpolation in_eFadeCurve) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name); //Set the original position AkSoundEngine.SetObjectPosition( in_gameObjectID, in_gameObjectID.transform.position.x, in_gameObjectID.transform.position.y, in_gameObjectID.transform.position.z, in_gameObjectID.transform.forward.x, in_gameObjectID.transform.forward.y, in_gameObjectID.transform.forward.z ); } } else { tempin_gameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ResetRTPCValue__SWIG_4(in_pszRtpcName, tempin_gameObjectID, in_uValueChangeDuration, (int)in_eFadeCurve); return ret; } }
public static AKRESULT SetMultiplePositions(UnityEngine.GameObject in_GameObjectID, AkPositionArray in_pPositions, ushort in_NumPositions, MultiPositionType in_eMultiPositionType) { uint tempin_GameObjectID; if ( in_GameObjectID != null ) { tempin_GameObjectID = (uint)in_GameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_GameObjectID.GetComponent<AkGameObject>() == null) { in_GameObjectID.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_GameObjectID, in_GameObjectID.name); //Set the original position AkSoundEngine.SetObjectPosition( in_GameObjectID, in_GameObjectID.transform.position.x, in_GameObjectID.transform.position.y, in_GameObjectID.transform.position.z, in_GameObjectID.transform.forward.x, in_GameObjectID.transform.forward.y, in_GameObjectID.transform.forward.z ); } } else { tempin_GameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetMultiplePositions__SWIG_0(tempin_GameObjectID, in_pPositions.m_Buffer, in_NumPositions, (int)in_eMultiPositionType); return ret; } }
public static AKRESULT SeekOnEvent(uint in_eventID, UnityEngine.GameObject in_gameObjectID, float in_fPercent) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); } } else { tempin_gameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SeekOnEvent__SWIG_7(in_eventID, tempin_gameObjectID, in_fPercent); return ret; } }
public static uint DynamicSequenceOpen(UnityEngine.GameObject in_gameObjectID, uint in_uFlags) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); } } else { tempin_gameObjectID = unchecked((uint)-1); } { uint ret = AkSoundEnginePINVOKE.CSharp_DynamicSequenceOpen__SWIG_2(tempin_gameObjectID, in_uFlags); return ret; } }
public static float GetMaxRadius(UnityEngine.GameObject in_GameObjId) { uint tempin_GameObjId; if ( in_GameObjId != null ) { tempin_GameObjId = (uint)in_GameObjId.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_GameObjId.GetComponent<AkGameObject>() == null) { in_GameObjId.AddComponent<AkGameObject>(); } } else { tempin_GameObjId = unchecked((uint)-1); } { float ret = AkSoundEnginePINVOKE.CSharp_GetMaxRadius(tempin_GameObjId); return ret; } }
public static AKRESULT SetObjectPosition(UnityEngine.GameObject in_GameObjectID, float PosX, float PosY, float PosZ, float OrientationX, float OrientationY, float OrientationZ) { uint tempin_GameObjectID; if ( in_GameObjectID != null ) { tempin_GameObjectID = (uint)in_GameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_GameObjectID.GetComponent<AkGameObject>() == null) { in_GameObjectID.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_GameObjectID, in_GameObjectID.name); //Set the original position AkSoundEngine.SetObjectPosition( in_GameObjectID, in_GameObjectID.transform.position.x, in_GameObjectID.transform.position.y, in_GameObjectID.transform.position.z, in_GameObjectID.transform.forward.x, in_GameObjectID.transform.forward.y, in_GameObjectID.transform.forward.z ); } } else { tempin_GameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetObjectPosition(tempin_GameObjectID, PosX, PosY, PosZ, OrientationX, OrientationY, OrientationZ); return ret; } }
public static uint PostEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name); //Set the original position AkSoundEngine.SetObjectPosition( in_gameObjectID, in_gameObjectID.transform.position.x, in_gameObjectID.transform.position.y, in_gameObjectID.transform.position.z, in_gameObjectID.transform.forward.x, in_gameObjectID.transform.forward.y, in_gameObjectID.transform.forward.z ); } } else { tempin_gameObjectID = unchecked((uint)-1); } { uint ret = AkSoundEnginePINVOKE.CSharp_PostEvent__SWIG_11(in_pszEventName, tempin_gameObjectID); return ret; } }
public static uint PostEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); } } else { tempin_gameObjectID = unchecked((uint)-1); } { uint ret = AkSoundEnginePINVOKE.CSharp_PostEvent__SWIG_11(in_pszEventName, tempin_gameObjectID); return ret; } }
public static uint PostEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID, uint in_uFlags, AkCallbackManager.EventCallback in_pfnCallback, object in_pCookie, uint in_cExternals, AkExternalSourceInfo in_pExternalSources) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); } } else { tempin_gameObjectID = unchecked((uint)-1); } in_pCookie = new AkCallbackManager.EventCallbackPackage(in_pfnCallback, in_pCookie); { uint ret = AkSoundEnginePINVOKE.CSharp_PostEvent__SWIG_7(in_pszEventName, tempin_gameObjectID, in_uFlags, (IntPtr)0, (IntPtr)in_pCookie.GetHashCode(), in_cExternals, AkExternalSourceInfo.getCPtr(in_pExternalSources)); return ret; } }
public static AKRESULT SetObjectPosition(UnityEngine.GameObject in_GameObjectID, float PosX, float PosY, float PosZ, float OrientationX, float OrientationY, float OrientationZ) { uint tempin_GameObjectID; if ( in_GameObjectID != null ) { tempin_GameObjectID = (uint)in_GameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_GameObjectID.GetComponent<AkGameObject>() == null) { in_GameObjectID.AddComponent<AkGameObject>(); } } else { tempin_GameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SetObjectPosition(tempin_GameObjectID, PosX, PosY, PosZ, OrientationX, OrientationY, OrientationZ); return ret; } }
public static AKRESULT GetPlayingIDsFromGameObject(UnityEngine.GameObject in_GameObjId, ref uint io_ruNumIDs, uint[] out_aPlayingIDs) { uint tempin_GameObjId; if ( in_GameObjId != null ) { tempin_GameObjId = (uint)in_GameObjId.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_GameObjId.GetComponent<AkGameObject>() == null) { in_GameObjId.AddComponent<AkGameObject>(); } } else { tempin_GameObjId = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetPlayingIDsFromGameObject(tempin_GameObjId, ref io_ruNumIDs, out_aPlayingIDs); return ret; } }
public static AKRESULT SeekOnEvent(string in_pszEventName, UnityEngine.GameObject in_gameObjectID, int in_iPosition, bool in_bSeekToNearestMarker) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); } } else { tempin_gameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_SeekOnEvent__SWIG_2(in_pszEventName, tempin_gameObjectID, in_iPosition, in_bSeekToNearestMarker); return ret; } }
public static AKRESULT GetObjectObstructionAndOcclusion(UnityEngine.GameObject in_ObjectID, uint in_uListener, out float out_rfObstructionLevel, out float out_rfOcclusionLevel) { uint tempin_ObjectID; if ( in_ObjectID != null ) { tempin_ObjectID = (uint)in_ObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_ObjectID.GetComponent<AkGameObject>() == null) { in_ObjectID.AddComponent<AkGameObject>(); } } else { tempin_ObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_GetObjectObstructionAndOcclusion(tempin_ObjectID, in_uListener, out out_rfObstructionLevel, out out_rfOcclusionLevel); return ret; } }
public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); // Note: We have missed AkGameObject.Awake() of this run to register. // So we take over its work by inlining it here. AkSoundEngine.RegisterGameObj(in_gameObjectID, in_gameObjectID.name); //Set the original position AkSoundEngine.SetObjectPosition( in_gameObjectID, in_gameObjectID.transform.position.x, in_gameObjectID.transform.position.y, in_gameObjectID.transform.position.z, in_gameObjectID.transform.forward.x, in_gameObjectID.transform.forward.y, in_gameObjectID.transform.forward.z ); } } else { tempin_gameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_2(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration); return ret; } }
public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); } } else { tempin_gameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_1(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve); return ret; } }
public override bool TagApplies(UnityEngine.GameObject gameObject, AudioManager.ListenerInfo info) { SettingsManager.Options ModOptions = gameObject.GetComponent<SettingsManager>().ModOptions; return (GetListenerHeight(info) > ModOptions.HeightDependentMusic_HeightThreshold); }
public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID) { uint tempin_gameObjectID; if ( in_gameObjectID != null ) { tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID(); // Note: if AkGameObjectTracker is already attached, the following code will be bypassed. if (in_gameObjectID.GetComponent<AkGameObject>() == null) { in_gameObjectID.AddComponent<AkGameObject>(); } } else { tempin_gameObjectID = unchecked((uint)-1); } { AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_8(in_pszEventName, (int)in_ActionType, tempin_gameObjectID); return ret; } }