using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MySoundManager : MonoBehaviour {
[System.Serializable]
public class SoundGroup
{
public AudioClip audioClip;
public string soundName;
}
public List<SoundGroup> sound_List = new List<SoundGroup> ();
public AudioSource bgmSound;
public static MySoundManager instance;
void Awake(){
instance = this;
}
// Use this for initialization
void Start () {
StartCoroutine (StartBGM());
}
IEnumerator StartBGM(){
yield return new WaitForSeconds (0.5f);
// while(PatternSystem.instance.loadingComplete==false){
// yield return 0;
// }
bgmSound.Play ();
}
void ManagerBGM(){
StartCoroutine (StartBGM());
}
public void PlayingSound(string _soundName){
AudioSource.PlayClipAtPoint (sound_List[FindSound(_soundName)].audioClip,Camera.main.transform.position);
}
public int FindSound(string _soundName){
int i = 0;
while(i<sound_List.Count){
if(sound_List[i].soundName==_soundName){
return i;
}
i++;
}
return i;
}
}
using System.Collections;
using System.Collections.Generic;
public class MySoundManager : MonoBehaviour {
[System.Serializable]
public class SoundGroup
{
public AudioClip audioClip;
public string soundName;
}
public List<SoundGroup> sound_List = new List<SoundGroup> ();
public AudioSource bgmSound;
public static MySoundManager instance;
void Awake(){
instance = this;
}
// Use this for initialization
void Start () {
StartCoroutine (StartBGM());
}
IEnumerator StartBGM(){
yield return new WaitForSeconds (0.5f);
// while(PatternSystem.instance.loadingComplete==false){
// yield return 0;
// }
bgmSound.Play ();
}
void ManagerBGM(){
StartCoroutine (StartBGM());
}
public void PlayingSound(string _soundName){
AudioSource.PlayClipAtPoint (sound_List[FindSound(_soundName)].audioClip,Camera.main.transform.position);
}
public int FindSound(string _soundName){
int i = 0;
while(i<sound_List.Count){
if(sound_List[i].soundName==_soundName){
return i;
}
i++;
}
return i;
}
}