A component that will handle the playing of songs when paired with an InventoryDisplay
More...
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Modes | Mode = Modes.Direct |
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AudioClip | OpenFx |
| the audioclip to play when the inventory opens More...
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AudioClip | CloseFx |
| the audioclip to play when the inventory closes More...
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AudioClip | SelectionChangeFx |
| the audioclip to play when moving from one slot to another More...
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AudioClip | ClickFX |
| the audioclip to play when moving from one slot to another More...
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AudioClip | MoveFX |
| the audioclip to play when moving an object successfully More...
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AudioClip | ErrorFx |
| the audioclip to play when an error occurs (selecting an empty slot, etc) More...
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AudioClip | UseFx |
| the audioclip to play when an item is used, if no other sound has been defined for it More...
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AudioClip | DropFx |
| the audioclip to play when an item is dropped, if no other sound has been defined for it More...
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AudioClip | EquipFx |
| the audioclip to play when an item is equipped, if no other sound has been defined for it More...
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virtual void | Start () |
| On Start we setup our player and grab a few references for future use. More...
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virtual void | AddAudioSource () |
| Adds an audio source component if needed. More...
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virtual void | OnEnable () |
| OnEnable, we start listening to MMInventoryEvents. More...
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virtual void | OnDisable () |
| OnDisable, we stop listening to MMInventoryEvents. More...
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A component that will handle the playing of songs when paired with an InventoryDisplay
◆ Modes
◆ AddAudioSource()
virtual void MoreMountains.InventoryEngine.InventorySoundPlayer.AddAudioSource |
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protectedvirtual |
Adds an audio source component if needed.
◆ OnDisable()
virtual void MoreMountains.InventoryEngine.InventorySoundPlayer.OnDisable |
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protectedvirtual |
OnDisable, we stop listening to MMInventoryEvents.
◆ OnEnable()
virtual void MoreMountains.InventoryEngine.InventorySoundPlayer.OnEnable |
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protectedvirtual |
OnEnable, we start listening to MMInventoryEvents.
◆ OnMMEvent()
virtual void MoreMountains.InventoryEngine.InventorySoundPlayer.OnMMEvent |
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MMInventoryEvent |
inventoryEvent | ) |
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virtual |
Catches MMInventoryEvents and acts on them, playing the corresponding sounds
- Parameters
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◆ PlaySound() [1/2]
virtual void MoreMountains.InventoryEngine.InventorySoundPlayer.PlaySound |
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AudioClip |
soundFx, |
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float |
volume |
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virtual |
Plays the sound fx specified in parameters at the desired volume
- Parameters
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soundFx | Sound fx. |
volume | Volume. |
◆ PlaySound() [2/2]
virtual void MoreMountains.InventoryEngine.InventorySoundPlayer.PlaySound |
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string |
soundFx | ) |
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virtual |
Plays the sound specified in the parameter string
- Parameters
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◆ SetupInventorySoundPlayer()
virtual void MoreMountains.InventoryEngine.InventorySoundPlayer.SetupInventorySoundPlayer |
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virtual |
Setups the inventory sound player.
◆ Start()
virtual void MoreMountains.InventoryEngine.InventorySoundPlayer.Start |
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protectedvirtual |
On Start we setup our player and grab a few references for future use.
◆ _audioSource
AudioSource MoreMountains.InventoryEngine.InventorySoundPlayer._audioSource |
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protected |
◆ _targetInventoryName
string MoreMountains.InventoryEngine.InventorySoundPlayer._targetInventoryName |
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protected |
◆ _targetPlayerID
string MoreMountains.InventoryEngine.InventorySoundPlayer._targetPlayerID |
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protected |
◆ ClickFX
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.ClickFX |
the audioclip to play when moving from one slot to another
◆ CloseFx
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.CloseFx |
the audioclip to play when the inventory closes
◆ DropFx
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.DropFx |
the audioclip to play when an item is dropped, if no other sound has been defined for it
◆ EquipFx
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.EquipFx |
the audioclip to play when an item is equipped, if no other sound has been defined for it
◆ ErrorFx
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.ErrorFx |
the audioclip to play when an error occurs (selecting an empty slot, etc)
◆ Mode
the mode to choose to play sounds. Direct will play an audiosource, event will call a MMSfxEvent, meant to be caught by a MMSoundManager
◆ MoveFX
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.MoveFX |
the audioclip to play when moving an object successfully
◆ OpenFx
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.OpenFx |
the audioclip to play when the inventory opens
◆ SelectionChangeFx
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.SelectionChangeFx |
the audioclip to play when moving from one slot to another
◆ UseFx
AudioClip MoreMountains.InventoryEngine.InventorySoundPlayer.UseFx |
the audioclip to play when an item is used, if no other sound has been defined for it
The documentation for this class was generated from the following file: