/// <summary> /// When the user clicks the button, change the scene /// </summary> public void ButtonClicked() { WWiseEventPlayer myEventPlayer = gameObject.AddComponent(typeof(WWiseEventPlayer)) as WWiseEventPlayer; myEventPlayer.PlayWwiseEvent("ui_levelSelectButtonPart2"); ChangeScenes(); }
/// <summary> /// Write the current wave amount to the display /// </summary> protected void UpdateDisplay() { m_Canvas.enabled = true; int currentWave = LevelManager.instance.waveManager.waveNumber; string output = string.Format("{0}/{1}", currentWave, m_TotalWaves); display.text = output; WWiseEventPlayer myEventPlayer = gameObject.AddComponent(typeof(WWiseEventPlayer)) as WWiseEventPlayer; myEventPlayer.PlayWwiseEvent("ui_newWave"); //WwiseSendParameter mySendParameter = gameObject.AddComponent(typeof(WwiseSendParameter)) as WwiseSendParameter; //mySendParameter.SendWwiseParameter("waveNumberXXX", currentWave); }
/// <summary> /// Changes the scene to the scene name provided by m_Item /// </summary> protected void ChangeScenes() { var levelNumberASC = (int)m_Item.sceneName[m_Item.sceneName.Length - 1]; var levelNumber = levelNumberASC - 48; float levelNumberFloat = (float)levelNumber; Debug.Log("**** levelNumber: " + levelNumber); //Debug.Log("**** GameObject.Find('WwiseGlobal'): " + GameObject.Find("WwiseGlobal")); //Debug.Log(AkSoundEngine.SetRTPCValue("levelNumber", levelNumber, GameObject.Find("WwiseGlobal"))); SceneManager.LoadScene(m_Item.sceneName); //Debug.Log(AkSoundEngine.("levelNumber", levelNumber, GameObject.Find("WwiseGlobal"))); WWiseEventPlayer myEventPlayer = gameObject.AddComponent(typeof(WWiseEventPlayer)) as WWiseEventPlayer; myEventPlayer.SetWwiseRTPC("levelNumber", levelNumberFloat); myEventPlayer.PlayWwiseEvent("game_start"); }
/// <summary> /// Occurs when the level is sucessfully completed /// </summary> protected void Victory() { OpenEndGameScreen(levelCompleteText); if ((victorySound != null) && (audioSource != null)) { audioSource.PlayOneShot(victorySound); } WWiseEventPlayer myEventPlayer = gameObject.AddComponent(typeof(WWiseEventPlayer)) as WWiseEventPlayer; myEventPlayer.PlayWwiseEvent("game_levelWin"); background.color = winBackgroundColor; //first check if there are any more levels after this one if (nextLevelButton == null || !GameManager.instanceExists) { return; } GameManager gm = GameManager.instance; LevelItem item = gm.GetLevelForCurrentScene(); LevelList list = gm.levelList; int levelCount = list.Count; int index = -1; for (int i = 0; i < levelCount; i++) { if (item == list[i]) { index = i; break; } } //if the level does not exist or this is the last level //hide the next level button if (index < 0 || index == levelCount - 1) { nextLevelButton.enabled = false; nextLevelButton.gameObject.SetActive(false); return; } nextLevelButton.enabled = true; nextLevelButton.gameObject.SetActive(true); }
/// <summary> /// Occurs when level is failed /// </summary> protected void Defeat() { OpenEndGameScreen(levelFailedText); if (nextLevelButton != null) { nextLevelButton.enabled = false; nextLevelButton.gameObject.SetActive(false); } if ((defeatSound != null) && (audioSource != null)) { audioSource.PlayOneShot(defeatSound); } WWiseEventPlayer myEventPlayer = gameObject.AddComponent(typeof(WWiseEventPlayer)) as WWiseEventPlayer; myEventPlayer.PlayWwiseEvent("game_levelLose"); background.color = loseBackgroundColor; }