Wednesday, 27 May 2015

Lisasime kollile hääle ka, kui ta ilmub välja, ilmub välja koos karjumisega :D ärge ehmuge. Tal on iga kord natuke erinev hääl, sest see skript mis ma tegin, see muudab hääle kiirust iga maximum 1 sekund, niiet suvaline arva 0 ja 1 sekundi vahel. Skript on selline, kui kedagi huvitab...  ja edaspidi, tekstidel on .cs lõpuga, et oleks õige programeerimis keel jne.


using UnityEngine;
using System.Collections;

public class soundPlay : MonoBehaviour {

    public AudioClip clip;
    private float timeToZero;
    private AudioSource _src;
    private DelaySystem _del;
    public float _pitch;
    public bool randomized;
    public Vector2 rand;
    public Vector2 offTime;

// Use this for initialization
void Start () {
        _src = this.gameObject.AddComponent<AudioSource>();
        _del = this.gameObject.AddComponent<DelaySystem>();
        _src.playOnAwake = false;
        _src.PlayOneShot(clip, 1F);
}

// Update is called once per frame
void Update () {

        _src.pitch = Mathf.SmoothStep(_src.pitch, 0, timeToZero);

        if (_del.done) {
            _del.StartDelay(Random.Range(0, 500));

            if (randomized)
            {
                _pitch = Random.Range(rand.x, rand.y);
                timeToZero = Random.Range(offTime.x, offTime.y);
                _src.pitch = _pitch;
            }
        }
}
}



ja siin on DELAYSYSTEM, sest see skript, ilma delaysystemita ei saa hakkama


using UnityEngine;
using System.Collections;

public class DelaySystem : MonoBehaviour {

public bool done;
public int remainMS;
public int endTimeMS;
public int TimeMS;

public void StartDelay (int millisecond) {
endTimeMS = TimeMS + millisecond;
done = false;
}

void Update() {
if (endTimeMS >= 60000F) done = true;
if (remainMS <= 0) done = true;

System.DateTime TIME = System.DateTime.Now;

float FTimeMS;
FTimeMS = TIME.Millisecond;
FTimeMS /= 1000;
FTimeMS += TIME.Second;
FTimeMS *= 1000;

TimeMS = Mathf.FloorToInt(FTimeMS);

remainMS = endTimeMS - TimeMS;
}
}

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