音效提交

(cherry picked from commit 5a19a26d943af8465f22614548083da158ee8c85)
dev_chengFeng
jiaoyangna 2021-05-11 11:28:27 +08:00
parent 0843bb8c4e
commit 4c41ca0572
10 changed files with 57 additions and 16 deletions

View File

@ -0,0 +1,22 @@
fileFormatVersion: 2
guid: f3359af4523db604aa29b5b5594b0154
AudioImporter:
externalObjects: {}
serializedVersion: 6
defaultSettings:
loadType: 0
sampleRateSetting: 0
sampleRateOverride: 44100
compressionFormat: 1
quality: 1
conversionMode: 0
platformSettingOverrides: {}
forceToMono: 0
normalize: 1
preloadAudioData: 1
loadInBackground: 0
ambisonic: 0
3D: 1
userData:
assetBundleName:
assetBundleVariant:

View File

@ -86,9 +86,10 @@ SoundConfig = {
STORY_FOOT_1_1 = "story_foot_1_1", --玩家脚步声
STORY_FOOT_1_2 = "story_foot_1_2", --怪物脚步声
STORY_VOICE_1_1 = "story_voice_1_1", --怪物向上一格,符咒闪烁了一下。
STORY_VOICE_1_2 = "story_voice_1_2", --点击揭下符咒的声音
STORY_VOICE_1_2 = "story_voice_1_2", --符咒闪烁的声音
STORY_VOICE_1_3 = "story_voice_1_3", --金箍棒砸在主角和怪物中间。
STORY_VOICE_1_4 = "story_voice_1_4", --震退一步
STORY_VOICE_1_5 = "story_voice_1_5", --点击揭下符咒的声音
STORY_VOICE_2_1 = "story_voice_2_1", --随着光芒闪烁,一把从天而降的神剑插在了一只怪物面前 光芒闪烁
STORY_VOICE_2_2 = "story_voice_2_2", --一把从天而降的神剑插在了一只怪物面前 数把飞剑在主角身边依次落下,将身边一圈的怪物都扎死在剑下
STORY_VOICE_2_3 = "story_voice_2_3", --随后剑放出光芒,形成环绕主角的法阵 法阵

View File

@ -263,7 +263,7 @@ end
--绑定事件(用于子类重写)
function this:BindEvent()
Util.AddOnceClick(this.btnEndLess,function()
StoryMapManager.InitData(3)
StoryMapManager.InitData(1)
end)
self.trigger = Util.GetEventTriggerListener(self.ctrl)

View File

@ -63,7 +63,11 @@ function StoryMapPanel:BindEvent()
end)
Util.AddClick(this.maskBtn, function ()
this.mask.gameObject:SetActive(false)
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_2)
if self.SoundTime1_2 then
self.SoundTime1_2:Stop()
self.SoundTime1_2 = nil
end
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_5)
this:StackPop()
end)
end
@ -135,6 +139,7 @@ function this.LoadMap()
end
function StoryMapPanel:OnShow()
SoundManager.StopMusic()
if not curGroupConfig.TriggerEvent or #curGroupConfig.TriggerEvent < 1 then
return
end
@ -404,6 +409,15 @@ function this:CheckTrigger(data,go)
Util.AddParticleSortLayer(this.UI_Effect_ChuFaEffect_06,newSortingOrder - sortingOrder)
this.UI_Effect_ChuFaEffect_06.gameObject:SetActive(true)
this.UI_Effect_ChuFaEffect_04.gameObject:SetActive(true)
if self.SoundTime1_2 then
self.SoundTime1_2:Stop()
self.SoundTime1_2 = nil
end
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_2)
self.SoundTime1_2 = Timer.New(function()
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_2)
end,1,-1,false)
self.SoundTime1_2:Start()
elseif data.eventType == 12 then --光芒四射的特效
--设置上一个特效为false
if this.UI_Effect_ChuFaEffect_06 then
@ -667,6 +681,10 @@ function StoryMapPanel:OnClose()
poolManager:UnLoadAsset("UI_Effect_ChuFaEffect_07", this.UI_Effect_ChuFaEffect_05, PoolManager.AssetType.GameObject)
this.UI_Effect_ChuFaEffect_07 = nil
end
if self.SoundTime1_2 then
self.SoundTime1_2:Stop()
self.SoundTime1_2 = nil
end
end
--界面销毁时调用(用于子类重写)

View File

@ -183,19 +183,19 @@ function SingleStoryPlayerView:RunMap(isSetRoleDir)
self:StackPop()
end
function SingleStoryPlayerView:PlayStepSound(indexType,isSetRoleDir)
-- local curTimeStamp = GetTimeStamp()
-- if curTimeStamp - self._PlayTimeStamp >= 0.1 then
-- self._PlayTimeStamp = curTimeStamp
-- if indexType == 0 then
-- if isSetRoleDir == 10 then
-- SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_4)
-- else
-- SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_2)
-- end
-- else
-- SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_1)
-- end
-- end
local curTimeStamp = GetTimeStamp()
if curTimeStamp - self._PlayTimeStamp >= 0.5 then
self._PlayTimeStamp = curTimeStamp
if indexType == 0 then
if isSetRoleDir == 10 then
SoundManager.PlaySound(SoundConfig.STORY_VOICE_1_4)
else
SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_2)
end
else
SoundManager.PlaySound(SoundConfig.STORY_FOOT_1_1)
end
end
end
-- 角色相关
function SingleStoryPlayerView:SetRoleDirAction(pos,go,indexType)