Просмотр исходного кода

Add Audio Player and Player Location to Ship scene

jvogtherr 8 лет назад
Родитель
Сommit
8d2ce95422
49 измененных файлов с 2930 добавлено и 34 удалено
  1. 14 0
      SARD inc new ship/.vs/SARD inc new ship/xs/UserPrefs.xml
  2. 1607 0
      SARD inc new ship/Assets/Prefabs/Audio Player.prefab
  3. 8 0
      SARD inc new ship/Assets/Prefabs/Audio Player.prefab.meta
  4. 6 18
      SARD inc new ship/Assets/ProBuilder Data/ProBuilderPreferences.asset
  5. 647 8
      SARD inc new ship/Assets/Scenes/Ship.unity
  6. 8 0
      SARD inc new ship/Assets/Scripts.meta
  7. 156 0
      SARD inc new ship/Assets/Scripts/AudioPlayer.cs
  8. 11 0
      SARD inc new ship/Assets/Scripts/AudioPlayer.cs.meta
  9. 68 0
      SARD inc new ship/Assets/Scripts/PlayerLocation.cs
  10. 11 0
      SARD inc new ship/Assets/Scripts/PlayerLocation.cs.meta
  11. 15 0
      SARD inc new ship/Assets/Scripts/PlayerLocationRoomEntrance.cs
  12. 11 0
      SARD inc new ship/Assets/Scripts/PlayerLocationRoomEntrance.cs.meta
  13. 8 0
      SARD inc new ship/Assets/Sounds.meta
  14. BIN
      SARD inc new ship/Assets/Sounds/Click1.wav
  15. 22 0
      SARD inc new ship/Assets/Sounds/Click1.wav.meta
  16. BIN
      SARD inc new ship/Assets/Sounds/Click2.wav
  17. 22 0
      SARD inc new ship/Assets/Sounds/Click2.wav.meta
  18. BIN
      SARD inc new ship/Assets/Sounds/Click3.wav
  19. 22 0
      SARD inc new ship/Assets/Sounds/Click3.wav.meta
  20. BIN
      SARD inc new ship/Assets/Sounds/Click4.wav
  21. 22 0
      SARD inc new ship/Assets/Sounds/Click4.wav.meta
  22. BIN
      SARD inc new ship/Assets/Sounds/Data.mp3
  23. 22 0
      SARD inc new ship/Assets/Sounds/Data.mp3.meta
  24. BIN
      SARD inc new ship/Assets/Sounds/HugeExplosion.mp3
  25. 22 0
      SARD inc new ship/Assets/Sounds/HugeExplosion.mp3.meta
  26. BIN
      SARD inc new ship/Assets/Sounds/Laser1.mp3
  27. 22 0
      SARD inc new ship/Assets/Sounds/Laser1.mp3.meta
  28. BIN
      SARD inc new ship/Assets/Sounds/Laser2.mp3
  29. 22 0
      SARD inc new ship/Assets/Sounds/Laser2.mp3.meta
  30. BIN
      SARD inc new ship/Assets/Sounds/Squelch1.mp3
  31. 22 0
      SARD inc new ship/Assets/Sounds/Squelch1.mp3.meta
  32. BIN
      SARD inc new ship/Assets/Sounds/Squelch2.wav
  33. 22 0
      SARD inc new ship/Assets/Sounds/Squelch2.wav.meta
  34. BIN
      SARD inc new ship/Assets/Sounds/SuitNoise.wav
  35. 22 0
      SARD inc new ship/Assets/Sounds/SuitNoise.wav.meta
  36. BIN
      SARD inc new ship/Assets/Sounds/Theme1.mp3
  37. 22 0
      SARD inc new ship/Assets/Sounds/Theme1.mp3.meta
  38. BIN
      SARD inc new ship/Assets/Sounds/Theme2.mp3
  39. 22 0
      SARD inc new ship/Assets/Sounds/Theme2.mp3.meta
  40. BIN
      SARD inc new ship/Assets/Sounds/Theme3.mp3
  41. 22 0
      SARD inc new ship/Assets/Sounds/Theme3.mp3.meta
  42. BIN
      SARD inc new ship/Assets/Sounds/Theme4.mp3
  43. 22 0
      SARD inc new ship/Assets/Sounds/Theme4.mp3.meta
  44. BIN
      SARD inc new ship/Assets/Sounds/Theme5.mp3
  45. 22 0
      SARD inc new ship/Assets/Sounds/Theme5.mp3.meta
  46. 2 2
      SARD inc new ship/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs
  47. 2 2
      SARD inc new ship/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs
  48. 2 2
      SARD inc new ship/Assets/Standard Assets/ParticleSystems/ParticleSystemsGuidelines.txt
  49. 2 2
      SARD inc new ship/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs

+ 14 - 0
SARD inc new ship/.vs/SARD inc new ship/xs/UserPrefs.xml

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Разница между файлами не показана из-за своего большого размера
+ 1607 - 0
SARD inc new ship/Assets/Prefabs/Audio Player.prefab


+ 8 - 0
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+ 6 - 18
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SARD inc new ship/Assets/Scripts.meta

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+ 156 - 0
SARD inc new ship/Assets/Scripts/AudioPlayer.cs

@@ -0,0 +1,156 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class AudioPlayer : MonoBehaviour
+{
+    // =========================================================================
+
+    // Background Themes
+    public AudioSource BackgroundThemeBotanicalRoom;
+    public AudioSource BackgroundThemeMachineRoom;
+    public AudioSource BackgroundThemeCryoRoom;
+    public AudioSource BackgroundThemeKitchenRoom;
+    public AudioSource BackgroundThemeControlRoom;
+
+    private AudioSource CurrentBackgroundTheme;
+
+    // Sound Fx
+    public AudioSource FxClick1;
+    public AudioSource FxClick2;
+    public AudioSource FxClick3;
+    public AudioSource FxClick4;
+    public AudioSource FxExplosion;
+    public AudioSource FxData;
+    public AudioSource FxSuitNoise;
+    public AudioSource FxSquelch1;
+    public AudioSource FxSquelch2;
+    public AudioSource FxLaser1;
+    public AudioSource FxLaser2;
+
+    // Parameters for fading between background themes
+    public float FadeSpeed = 0.025f;
+    public float FadeDelay = 0.01f;
+    public float Volume = 1f;
+
+    // =========================================================================
+
+    // Singleton
+    public static AudioPlayer Instance = null;
+
+    private void Awake()
+    {
+        if (Instance == null)
+        {
+            Instance = this;
+        }
+        else if (Instance != this)
+        {
+            Destroy(gameObject);
+        }
+        DontDestroyOnLoad(gameObject);
+    }
+
+    // =========================================================================
+
+	// Public API
+
+	public void PlayFxClick1() { PlayFx(FxClick1); }
+    public void PlayFxClick2() { PlayFx(FxClick2); }
+    public void PlayFxClick3() { PlayFx(FxClick3); }
+    public void PlayFxClick4() { PlayFx(FxClick4); }
+    public void PlayFxExplosion() { PlayFx(FxExplosion); }
+    public void PlayFxData() { PlayFx(FxData); }
+    public void PlayFxSuitNoise() { PlayFx(FxSuitNoise); }
+    public void PlayFxSquelch1() { PlayFx(FxSquelch1); }
+    public void PlayFxSquelch2() { PlayFx(FxSquelch2); }
+    public void PlayFxLaser1() { PlayFx(FxLaser1); }
+    public void PlayFxLaser2() { PlayFx(FxLaser2); }
+
+    public void PlayBackgroundThemeBotanicalRoom() 
+    {
+        PlayBackgroundTheme(BackgroundThemeBotanicalRoom);
+    }
+
+    public void PlayBackgroundThemeMachineRoom() 
+    {
+        PlayBackgroundTheme(BackgroundThemeMachineRoom);
+    }
+
+    public void PlayBackgroundThemeCryoRoom()
+    {
+        PlayBackgroundTheme(BackgroundThemeCryoRoom);
+    }
+
+    public void PlayBackgroundThemeKitchenRoom() 
+    {
+        PlayBackgroundTheme(BackgroundThemeKitchenRoom);    
+    }
+
+    public void PlayBackgroundThemeControlRoom()
+    {
+        PlayBackgroundTheme(BackgroundThemeControlRoom);
+    }
+
+	// =========================================================================
+
+    // Internal control
+
+    private void PlayFx(AudioSource fx)
+    {
+        if (fx.isPlaying) 
+        {
+            fx.Stop();
+            fx.time = 0;   
+        }
+        fx.Play();
+    }
+
+    private void PlayBackgroundTheme(AudioSource backgroundTheme)
+    {
+        StartCoroutine(
+            FadeNextBackgroundTheme(
+                CurrentBackgroundTheme, 
+                backgroundTheme, 
+                FadeSpeed, 
+                FadeDelay,
+                Volume
+            )
+        );
+        CurrentBackgroundTheme = backgroundTheme;
+    }
+
+	// Background theme fade in/ fade out
+
+	static IEnumerator FadeNextBackgroundTheme(
+        AudioSource current, 
+        AudioSource next,
+        float fadeSpeed,
+        float fadeDelay,
+        float volume
+    ) 
+    {
+        // Fade out current clip, if neccessary
+        if (current != null)
+        {
+            while (current.volume > 0)
+            {
+                current.volume -= fadeSpeed * volume;
+                yield return new WaitForSeconds(fadeDelay);
+            }
+            current.Stop();    
+        }
+
+        // Fade in next clip
+        next.loop = true;
+        next.volume = 0;
+        next.Play();
+        while (next.volume < volume)
+        {
+            next.volume += fadeSpeed * volume;
+            yield return new WaitForSeconds(fadeDelay);
+        }
+    }
+
+}
+

+ 11 - 0
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+ 68 - 0
SARD inc new ship/Assets/Scripts/PlayerLocation.cs

@@ -0,0 +1,68 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PlayerLocation : MonoBehaviour {
+
+    // Enum class for all rooms
+    public enum Room {
+        ControlRoom, 
+        BotanicalRoom,
+        MachineRoom,
+        KitchenRoom,
+        CryoRoom
+    }
+
+    // Audio player instance
+    public AudioPlayer AudioPlayer;
+
+    // Current location property
+    private Room _CurrentLocation = Room.ControlRoom;
+    public Room CurrentLocation
+    {
+        get 
+        {
+            return _CurrentLocation;
+        }
+        set
+        {
+            if (value != _CurrentLocation)
+            {
+                Debug.Log("change location");
+                // Update current location
+                _CurrentLocation = value;
+                // Play background soundtrack based on location
+                PlaySoundtrackForLocation(value);    
+            }
+        }
+    }
+
+	void Start () {
+        // Player starts in the control room
+        CurrentLocation = Room.ControlRoom;
+        AudioPlayer.PlayBackgroundThemeControlRoom();
+	}
+
+    private void PlaySoundtrackForLocation(Room room) 
+    {
+        switch (room)
+        {
+            case Room.ControlRoom:
+                AudioPlayer.PlayBackgroundThemeControlRoom();
+                break;
+            case Room.BotanicalRoom:
+                AudioPlayer.PlayBackgroundThemeBotanicalRoom();
+                break;
+            case Room.CryoRoom:
+                AudioPlayer.PlayBackgroundThemeCryoRoom();
+                break;
+            case Room.KitchenRoom:
+                AudioPlayer.PlayBackgroundThemeKitchenRoom();
+                break;
+            case Room.MachineRoom:
+                AudioPlayer.PlayBackgroundThemeMachineRoom();
+                break;
+        } 
+    }
+
+}

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SARD inc new ship/Assets/Scripts/PlayerLocationRoomEntrance.cs

@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PlayerLocationRoomEntrance : MonoBehaviour {
+
+    public PlayerLocation PlayerLocation;
+    public PlayerLocation.Room Room;
+
+	private void OnTriggerEnter(Collider other)
+	{
+        PlayerLocation.CurrentLocation = Room;
+	}
+
+}

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SARD inc new ship/Assets/Sounds/HugeExplosion.mp3


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SARD inc new ship/Assets/Sounds/Laser1.mp3


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SARD inc new ship/Assets/Sounds/Laser2.mp3


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SARD inc new ship/Assets/Sounds/Squelch1.mp3


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SARD inc new ship/Assets/Sounds/SuitNoise.wav


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+ 2 - 2
SARD inc new ship/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs

@@ -1,4 +1,4 @@
-using System;
+using System;
 using UnityEngine;
 using UnityStandardAssets.CrossPlatformInput;
 using UnityStandardAssets.Utility;
@@ -25,7 +25,7 @@ namespace UnityStandardAssets.Characters.FirstPerson
         [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
         [SerializeField] private float m_StepInterval;
         [SerializeField] private AudioClip[] m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
-        [SerializeField] private AudioClip m_JumpSound;           // the sound played when character leaves the ground.
+        [SerializeField] private AudioClip m_JumpSound;           // the sound played when character Exits the ground.
         [SerializeField] private AudioClip m_LandSound;           // the sound played when character touches back on ground.
 
         private Camera m_Camera;

+ 2 - 2
SARD inc new ship/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs

@@ -1,4 +1,4 @@
-using UnityEngine;
+using UnityEngine;
 
 namespace UnityStandardAssets.Characters.ThirdPerson
 {
@@ -127,7 +127,7 @@ namespace UnityStandardAssets.Characters.ThirdPerson
 				m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
 			}
 
-			// calculate which leg is behind, so as to leave that leg trailing in the jump animation
+			// calculate which leg is behind, so as to Exit that leg trailing in the jump animation
 			// (This code is reliant on the specific run cycle offset in our animations,
 			// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
 			float runCycle =

+ 2 - 2
SARD inc new ship/Assets/Standard Assets/ParticleSystems/ParticleSystemsGuidelines.txt

@@ -1,9 +1,9 @@
-Particle System Sample Assets.
+Particle System Sample Assets.
 
 We've selected a few sample effects to show a variety of ways our particle system technology can be used. Some use the particle system component alone, and some are augmented using other components. We've provided a sandbox demo scene which allows you to spawn particles and interact with the scene. Here are notes about each system included in the demo scene.
 
 Explosion. 
-A powerful effect which uses sub emitters to leave streaks of smoke arcing out from the central effect. Also makes use of a script which applies physics force to objects within a radius.
+A powerful effect which uses sub emitters to Exit streaks of smoke arcing out from the central effect. Also makes use of a script which applies physics force to objects within a radius.
 
 FireComplex
 Uses a combination of many particles, including spritesheet animation, sparks and smoke. This effect also has a Light GameObject, whose position is animated by a script so that the lighting in the scene appears to flicker around as the effect plays.

+ 2 - 2
SARD inc new ship/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs

@@ -1,4 +1,4 @@
-using System;
+using System;
 using UnityEngine;
 
 namespace UnityStandardAssets.Vehicles.Car
@@ -266,7 +266,7 @@ namespace UnityStandardAssets.Vehicles.Car
         // checks if the wheels are spinning and is so does three things
         // 1) emits particles
         // 2) plays tiure skidding sounds
-        // 3) leaves skidmarks on the ground
+        // 3) Exits skidmarks on the ground
         // these effects are controlled through the WheelEffects class
         private void CheckForWheelSpin()
         {