Created wwise project Integrated inventory UI sounds Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
24 lines
No EOL
1.3 KiB
C#
24 lines
No EOL
1.3 KiB
C#
#if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms.
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//////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2014 Audiokinetic Inc. / All Rights Reserved
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//
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//////////////////////////////////////////////////////////////////////
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public class AkEventCallbackData : UnityEngine.ScriptableObject
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{
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////AkSoundEngine.PostEvent callback flags. See the AkCallbackType enumeration for a list of all callbacks
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public System.Collections.Generic.List<int> callbackFlags = new System.Collections.Generic.List<int>();
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////Names of the callback functions.
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public System.Collections.Generic.List<string> callbackFunc = new System.Collections.Generic.List<string>();
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////GameObject that will receive the callback
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public System.Collections.Generic.List<UnityEngine.GameObject> callbackGameObj =
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new System.Collections.Generic.List<UnityEngine.GameObject>();
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////The sum of the flags of all game objects. This is the flag that will be passed to AkSoundEngine.PostEvent
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public int uFlags = 0;
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}
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#endif // #if ! (UNITY_DASHBOARD_WIDGET || UNITY_WEBPLAYER || UNITY_WII || UNITY_WIIU || UNITY_NACL || UNITY_FLASH || UNITY_BLACKBERRY) // Disable under unsupported platforms. |