public void SetInnerBGM() { // wtf???? float value = 0; float finalValue = 0; bgmInstance.getParameterValue(LEVEL_OUTER_BGM_PARAS, out value, out finalValue); Services.taskManager .Do(new FmodInstanceTask(bgmInstance, LEVEL_OUTER_BGM_PARAS, value, 0, 1)); }
IEnumerator FadeParameter(string parameterName, float parameterTargetValue, float fadeMultiplier, bool fadeIn) //coroutine (can think of it as a function that exists outside of this code) // Code not used. This coroutine was used to fade the game parameter but that functionality was later moved to Fmod for simplicity. // parameterName (the name of the parameter we're adjusting, parameterTargetValue (the value we're trying to reach), fadeMultiplier (the number added to increment finalValue to reach parameterTargetValue), // bool fadeIn (on true, fades parameter in, on false fades out) { float currentParamValue; //value of the current parameter float finalValue; //final value of the parameter EventInstance.getParameterValue(parameterName, out currentParamValue, out finalValue); //checks the current value of the parameter if (fadeIn == true) //checks if we're fading in { while (finalValue < parameterTargetValue) //while finalValue is less than the value we're trying to reach, unity will keep executing the code below this { finalValue = finalValue + fadeMultiplier; //increments finalValue with the fadeMultiplier EventInstance.setParameterValue(parameterName, finalValue); //adjust the parameter value to new finalValue yield return(new WaitForSeconds(.1f)); //wait for 0.1 seconds before looping again } } else// if fadeIn is false { while (finalValue > parameterTargetValue)//checks if the finalValue is larger than the parameterTargetValue { finalValue = finalValue - fadeMultiplier; //this adjusts the finalValue by subtracting the fadeMultiplier from it EventInstance.setParameterValue(parameterName, finalValue); //adjusts the new finalValue yield return(new WaitForSeconds(.1f)); //wait for 0.1 seconds before looping again } } yield return(null); }
private void FixedUpdate() { excitationTimer += Time.deltaTime; ambianceCommentTimer += Time.deltaTime; if (excitationTimer > intervalBeforeExcitationDecrease && crowdExcitationRatio >= 0.05f) { Debug.Log("Le public s'emmerde !"); crowdExcitationRatio -= 0.05f; excitationTimer = 0.0f; } float parameterValue = 0f; crowd.getParameterValue("CrowdExcitation", out parameterValue, out parameterValue); //Debug.Log(parameterValue); if (parameterValue != crowdExcitationRatio) { Debug.Log("changing crowd excitation to " + crowdExcitationRatio); crowd.setParameterValue("CrowdExcitation", crowdExcitationRatio); } if (ambianceCommentTimer > intervalBeforeAmbianceComment && crowdExcitationRatio >= 0.5f && Random.Range(0, 100) < 50) { Debug.Log("L'ambiance !"); ambianceReactionSpeechEvent.start(); //ambianceReactionSpeechEvent.release(); ambianceCommentTimer = 0f; } //seconds++; if (start) { timer += Time.deltaTime; if (!end) { seconds = (int)timer % 60; minuts = (int)System.Math.Ceiling(timer / 60 - 1); } if (minuts == 5) { end = true; } timeText.text = "Time : " + minuts.ToString("00") + " : " + seconds.ToString("00"); } if (doubleDribbling()) { p1 = getPlayerDribbling(player); p2 = getPlayerDribbling(player1); conflictDribble = Random.Range(0f, 1f); if (conflictDribble < 0.5f) { //Debug.Log("le 1 " + p1); AI_Player a = p1.GetComponent("AI_Player") as AI_Player; if (a != null) { a.transform.position = new Vector3(a.transform.position.x - 3, a.transform.position.y, a.transform.position.z - 3); a.stateMachine.ChangeState(FirstState.Instance); } } else { //Debug.Log("le 2 " + p2); AI_Player a = p2.GetComponent("AI_Player") as AI_Player; if (a != null) { a.transform.position = new Vector3(a.transform.position.x + 3, a.transform.position.y, a.transform.position.z + 3); a.stateMachine.ChangeState(FirstState.Instance); } } } if (end) { if (GameConstants.RedScore > GameConstants.BlueScore) { endCText.text = "Victoire des rouges !"; } else if (GameConstants.RedScore < GameConstants.BlueScore) { endCText.text = "Victoire des bleues !"; } else { endCText.text = "Match nul"; } crowd.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT); ball.GetComponent <Rigidbody>().velocity *= 0; ball.transform.position = new Vector3(0f, 1.5f, 144f); endC.gameObject.SetActive(true); menu_btn.SetActive(true); foreach (GameObject p in player) { AI_Player a = p.GetComponent("AI_Player") as AI_Player; if (a != null) { a.finish = true; a.stateMachine.ChangeState(BeginState.Instance); } } foreach (GameObject p in player1) { AI_Player a = p.GetComponent("AI_Player") as AI_Player; if (a != null) { a.finish = true; a.stateMachine.ChangeState(BeginState.Instance); } } } }