本文整理汇总了C#中UnityEngine.AudioSource.PlayScheduled方法的典型用法代码示例。如果您正苦于以下问题:C# AudioSource.PlayScheduled方法的具体用法?C# AudioSource.PlayScheduled怎么用?C# AudioSource.PlayScheduled使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.AudioSource
的用法示例。
在下文中一共展示了AudioSource.PlayScheduled方法的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: SetupLoop
void SetupLoop() {
sourceTwo = gameObject.AddComponent<AudioSource> ();
sourceTwo.playOnAwake = false;
sourceTwo.clip = songClip;
sourceTwo.timeSamples = introEndInSamples;
sourceTwo.PlayScheduled (introEndTime);
sourceTwo.SetScheduledEndTime (nextLoopSwap);
InvokeRepeating ("SwapLoop", (float) ((introEndInSamples * oneSampleInSeconds) + 1.0f), (float) loopTime);
}
示例2: Awake
// Use this for initialization
void Awake() {
sourceOne = gameObject.AddComponent<AudioSource> ();
sourceOne.clip = songClip;
oneSampleInSeconds = 1.0 / songClip.frequency;
loopTime = loopInSamples * oneSampleInSeconds;
introEndTime = AudioSettings.dspTime + (introEndInSamples * oneSampleInSeconds);
nextLoopSwap = introEndTime + loopTime;
sourceOne.PlayScheduled(AudioSettings.dspTime);
sourceOne.SetScheduledEndTime (introEndTime);
Invoke ("SetupLoop", 2.0f);
}
示例3: OnLevelWasLoaded
void OnLevelWasLoaded()
{
GameObject.Find("Canica").GetComponent<Rigidbody>().useGravity = false;
time = 4;
count = true;
var match = Regex.Match(Application.loadedLevelName, @"^([^0-9]+)([0-9]+)$");
levelNum = int.Parse(match.Groups[2].Value);
music = GameObject.Find("music").GetComponent<AudioSource>();
music.Stop();
music.volume = 0f;
music.PlayScheduled(time); // This gives time for the AudioSource to load properly.
}
示例4: Play
public void Play(int songID, int difficultyLevel)
{
Debug.Log ("PLAYING THE SOOOONG");
initializeDifficulty (difficultyLevel);
TrackManager.loadMidi (Songs [songID]);
if(OnLoadTrack != null) {
trackStartTime = GetTime() + 1.0f;
OnLoadTrack(this, new OnLoadTrackEventArgs(trackStartTime + magicNumberfix));
//Debug.Log("TrackManager: "+trackManager);
//Debug.Log("Track: "+trackManager.Track);
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.clip = BackgroundAudio [songID];
audioSource.clip.LoadAudioData();
audioSource.PlayScheduled(trackStartTime);
Invoke("SendPlayEvent",1.0f);
}
}
示例5: Start
void Start()
{
Random.seed = 123;
filejson = (TextAsset)Resources.Load (fileNamejson + songName);
testData = JSON.Parse (filejson.text);
Debug.Log ("there are " + testData.Count + " tracks for this song - you need params for each!");
// make an index for each track (for incrementing through the notes while playing the song)
for (int i = 0; i < testData.Count; i++) {
track_idxs.Add (0);
}
// let's figure out the max and min world coords currently visible with our screen dimensions
//Debug.Log (Screen.height + " " + Screen.width);
float camera_distance = main_camera.transform.position.z;
Vector3 upper_right = main_camera.ScreenToWorldPoint (new Vector3 (0f, 0f, camera_distance));
//Vector3 bottom_left = main_camera.ScreenToWorldPoint(new Vector3(Screen.width,Screen.height,camera_distance));
bounds = new Vector2 (upper_right.x, upper_right.y);
Debug.Log ("world coordinates boundaries " + bounds);
audio_source = gameObject.AddComponent<AudioSource> ();
audio_source.clip = song_audio;
audio_source.volume = 0.1f;
audio_source.PlayScheduled (AudioSettings.dspTime + initial_delay); // 2 second delay
bg_container.transform.localScale = new Vector3 (bounds.x / 5.6f, bounds.y / 5.6f, 1.0f); // set background size to fill screen
current_enemy_color = enemy_colors [0];
}
示例6: Start
// Use this for initialization
void Start()
{
Random.seed = 123;
QualitySettings.antiAliasing = 2;
Application.targetFrameRate = 120;
int num_outlines = 7;
float max_alpha = 0.2f;
float zoom_factor = 1.1f;
for (int i = 0; i < num_outlines; i++) {
GameObject level_clone = Instantiate (level_outline, new Vector3 (0f, 0f, i * zoom_factor), Quaternion.identity) as GameObject;
//GameObject obstacle_clone = Instantiate (level_obstacle, new Vector3 (-1.5f, -1.5f, i * zoom_factor), Quaternion.identity) as GameObject;
Color c = level_color;
if (i == 0) {
level_clone.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, 1f);
//obstacle_clone.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, 1f);
} else {
level_clone.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, max_alpha * (1f - (i * 1.0f / num_outlines * 1.0f)));
//obstacle_clone.GetComponent<SpriteRenderer> ().color = new Color (c.r, c.g, c.b, max_alpha * (1f - (i * 1.0f / num_outlines * 1.0f)));
}
}
// read in level from file
TextAsset l = Resources.Load ("2") as TextAsset;
string[] lines = l.text.Split ("\n" [0]);
grid_dimensions = lines.Length;
int[] block_types = { 0,1,2 };
for (int i = 0; i < lines.Length; i++) {
for (int j = 0; j < lines[0].Length; j++) {
double this_block = char.GetNumericValue (lines [i] [j]);
int x = j - grid_dimensions / 2;
int y = (i - grid_dimensions / 2) * -1;
if (this_block >= 0f) {
blocks.Add (new Vector3 (x, y, (float)this_block));
}
}
}
// create init blocks
foreach (Vector3 b_position in blocks) {
int z = (int)b_position.z;
if (z == 0) { // fixed block type
GameObject clone = Instantiate (fixed_block, new Vector2 (b_position.x, b_position.y), Quaternion.identity) as GameObject;
} else { //moveable block type
GameObject clone = Instantiate (block, new Vector2 (b_position.x, b_position.y), Quaternion.identity) as GameObject;
clone.GetComponent<SpriteRenderer> ().color = block_colors [z - 1];
clone.transform.parent = c_holder.transform;
//blocks_obs.Add (clone);
}
}
// build level bounding box
string[] names = new string[]{"bottom","top","left","right"};
float wall_w = 1f;
float line_w = 0.3f;
Vector3[] positions = new Vector3[]{
new Vector3 (0f, (-1f * grid_dimensions - wall_w + line_w) / 2f, 0f),
new Vector3 (0f, (grid_dimensions + wall_w - line_w) / 2f, 0f),
new Vector3 ((-1f * grid_dimensions - wall_w + line_w) / 2f, 0f, 0f),
new Vector3 ((grid_dimensions + wall_w - line_w) / 2f, 0f, 0f)
};
Vector3[] scales = new Vector3[]{
new Vector3 (grid_dimensions + wall_w * 2, wall_w, 0f),
new Vector3 (grid_dimensions + wall_w * 2, wall_w, 0f),
new Vector3 (wall_w, grid_dimensions, 0f),
new Vector3 (wall_w, grid_dimensions, 0f)
};
for (int i = 0; i < names.Length; i++) {
GameObject o = new GameObject (names [i]);
o.transform.localScale = scales [i];
o.transform.parent = gameObject.transform;
o.AddComponent<BoxCollider2D> ();
o.GetComponent<BoxCollider2D> ().sharedMaterial = default_physics_mat;
o.transform.position = positions [i];
}
Physics2D.gravity = new Vector2 (0f, 0f);
Physics.gravity = new Vector3 (0f, 0f, 0f);
//InvokeRepeating ("ChangeGravity", 3f, 3f);
//Invoke ("CreateEnemy", 2f);
file_json = (TextAsset)Resources.Load (file_path + song_name);
testData = JSON.Parse (file_json.text);
Debug.Log ("there are " + testData.Count + " tracks for this song - you need params for each!");
/// starts song!
audio_source = gameObject.AddComponent<AudioSource> ();
audio_source.clip = song_audio;
audio_source.volume = 1f;
audio_source.PlayScheduled (AudioSettings.dspTime + init_song_delay); // 2 second delay
// make an index for each track (for incrementing through the notes while playing the song)
for (int i = 0; i < testData.Count; i++) {
//.........这里部分代码省略.........