C# 클래스 MusicController, UnderworldExporter

The music controller. Updates music tracks to play based on the state of the game world and player.
상속: UWEBase
파일 보기 프로젝트 열기: hankmorgan/UnderworldExporter 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Combat bool
CombatTracks int[]
Death bool
DeathTracks int[]
EndGame bool
EndGameTracks int[]
Fleeing bool
FleeingTracks int[]
IdleTracks int[]
InIntro bool
InMap bool
Injured bool
InjuredTracks int[]
IntroTracks int[]
LastAttackCounter float
MainTrackList UnityEngine.AudioClip[]
MapTracks int[]
SpecialClip bool
Stopped bool
VictoryTracks int[]
WeaponDrawn bool
WeaponTracks int[]

공개 메소드들

메소드 설명
PlaySpecialClip ( int newTrackList ) : void

PLays a special music clip. (eg fanfare)

Resume ( ) : void

Resumes playing music

ResumeAll ( ) : void
Stop ( ) : void

Stops music

StopAll ( ) : void

Stops all music processing

UpdateMusicState ( ) : void

Updates the state of the music based on the current world and player state.

비공개 메소드들

메소드 설명
ChangeTracklist ( int newTrackList, int playingMode ) : void

Changes the track playing if we go to to a new list

GetMaxPriority ( ) : int

Gets the current music state that is active and has the highest priority.

PlayRandom ( int tracklist ) : void

Picks a random track to play from the selected playlist.

Start ( ) : void
Update ( ) : void

메소드 상세

PlaySpecialClip() 공개 메소드

PLays a special music clip. (eg fanfare)
public PlaySpecialClip ( int newTrackList ) : void
newTrackList int New track list.
리턴 void

Resume() 공개 메소드

Resumes playing music
public Resume ( ) : void
리턴 void

ResumeAll() 공개 메소드

public ResumeAll ( ) : void
리턴 void

Stop() 공개 메소드

Stops music
public Stop ( ) : void
리턴 void

StopAll() 공개 메소드

Stops all music processing
public StopAll ( ) : void
리턴 void

UpdateMusicState() 공개 메소드

Updates the state of the music based on the current world and player state.
public UpdateMusicState ( ) : void
리턴 void

프로퍼티 상세

Combat 공개적으로 프로퍼티

Playing combat music
public bool Combat
리턴 bool

CombatTracks 공개적으로 프로퍼티

Array of the possible combat tracks
public int[] CombatTracks
리턴 int[]

Death 공개적으로 프로퍼티

PLayer character is death
public bool Death
리턴 bool

DeathTracks 공개적으로 프로퍼티

Array of the possible death tracks.
public int[] DeathTracks
리턴 int[]

EndGame 공개적으로 프로퍼티

is the end game track playing
public bool EndGame
리턴 bool

EndGameTracks 공개적으로 프로퍼티

Array of possible end game tracks.
public int[] EndGameTracks
리턴 int[]

Fleeing 공개적으로 프로퍼티

Is the player fleeing from combat (recently attacked and no weapon drawn)
public bool Fleeing
리턴 bool

FleeingTracks 공개적으로 프로퍼티

Array of the possible fleeing tracks.
public int[] FleeingTracks
리턴 int[]

IdleTracks 공개적으로 프로퍼티

Array of the possible idle tracks
public int[] IdleTracks
리턴 int[]

InIntro 공개적으로 프로퍼티

Playing intro music
public bool InIntro
리턴 bool

InMap 공개적으로 프로퍼티

In the automap
public bool InMap
리턴 bool

Injured 공개적으로 프로퍼티

Player character near death.
public bool Injured
리턴 bool

InjuredTracks 공개적으로 프로퍼티

Array of the possible injured tracks
public int[] InjuredTracks
리턴 int[]

IntroTracks 공개적으로 프로퍼티

Array of the possible intro tracks
public int[] IntroTracks
리턴 int[]

LastAttackCounter 공개적으로 정적으로 프로퍼티

Tracks how long ago the last attack took place at.
public static float LastAttackCounter
리턴 float

MainTrackList 공개적으로 프로퍼티

The main track list. Contains all the tracks that can be played.
public AudioClip[],UnityEngine MainTrackList
리턴 UnityEngine.AudioClip[]

MapTracks 공개적으로 프로퍼티

Array of the possible automap tracks
public int[] MapTracks
리턴 int[]

SpecialClip 공개적으로 프로퍼티

Is a special clip such as a fan fare being played.
public bool SpecialClip
리턴 bool

Stopped 공개적으로 프로퍼티

Is music processing stopped
public bool Stopped
리턴 bool

VictoryTracks 공개적으로 프로퍼티

Array of the possible victory tracks
public int[] VictoryTracks
리턴 int[]

WeaponDrawn 공개적으로 프로퍼티

Weapon drawn music
public bool WeaponDrawn
리턴 bool

WeaponTracks 공개적으로 프로퍼티

Array of the possible weapon tracks
public int[] WeaponTracks
리턴 int[]