本文整理汇总了C#中AkActionOnEventType类的典型用法代码示例。如果您正苦于以下问题:C# AkActionOnEventType类的具体用法?C# AkActionOnEventType怎么用?C# AkActionOnEventType使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
AkActionOnEventType类属于命名空间,在下文中一共展示了AkActionOnEventType类的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ExecuteActionOnEvent
public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType) {
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_9(in_pszEventName, (int)in_ActionType);
return ret;
}
示例2: ExecuteActionOnEvent
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;
}
}
示例3: ExecuteActionOnEvent
public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID)
{
AkAutoObject tempObj = null;
uint tempin_gameObjectID = (uint)AutoRegisterAkGameObj(in_gameObjectID, ref tempObj);
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_8(in_pszEventName, (int)in_ActionType, tempin_gameObjectID);
return ret;
}
}
示例4: ExecuteActionOnEvent
public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, UnityEngine.GameObject in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve)
{
AkAutoObject tempObj = null;
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.GetInstanceID();
if (in_gameObjectID.activeInHierarchy)
{
if (in_gameObjectID.GetComponent<AkGameObj>() == null)
{
in_gameObjectID.AddComponent<AkGameObj>();
}
}
else
{
//Object not active. AkGameObj will not work. Use a temporary game object.
//This will automatically unregister at the end of this scope.
tempObj = new AkAutoObject(in_gameObjectID);
tempin_gameObjectID = (uint)tempObj.m_id; //Silence warning
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_6(in_pszEventName, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve);
return ret;
}
}
示例5: ExecuteActionOnEvent
public static AKRESULT ExecuteActionOnEvent(string in_pszEventName, AkActionOnEventType in_ActionType, ComponentBind.Entity in_gameObjectID, int in_uTransitionDuration)
{
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = getGameObjectID(in_gameObjectID);
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.Get<AkGameObject>() == null)
{
in_gameObjectID.Add(new AkGameObject());
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_7(in_pszEventName, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration);
return ret;
}
}
示例6: ExecuteActionOnEvent
public static AKRESULT ExecuteActionOnEvent(uint in_eventID, AkActionOnEventType in_ActionType, ComponentBind.Entity in_gameObjectID, int in_uTransitionDuration, AkCurveInterpolation in_eFadeCurve, uint in_PlayingID) {
uint tempin_gameObjectID;
if ( in_gameObjectID != null )
{
tempin_gameObjectID = (uint)in_gameObjectID.ID.GetHashCode();
// Note: if AkGameObjectTracker is already attached, the following code will be bypassed.
if (in_gameObjectID.Get<AkGameObject>() == null)
{
in_gameObjectID.Add(new AkGameObject());
}
}
else
{
tempin_gameObjectID = unchecked((uint)-1);
}
{
AKRESULT ret = (AKRESULT)AkSoundEnginePINVOKE.CSharp_ExecuteActionOnEvent__SWIG_0(in_eventID, (int)in_ActionType, tempin_gameObjectID, in_uTransitionDuration, (int)in_eFadeCurve, in_PlayingID);
return ret;
}
}