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using System;
using UnityEngine;
namespace UnityStandardAssets.Vehicles.Aeroplane
{
public class AeroplaneAudio : MonoBehaviour
{
[Serializable]
public class AdvancedSetttings // A class for storing the advanced options.
{
public float engineMinDistance = 50f; // The min distance of the engine audio source.
public float engineMaxDistance = 1000f; // The max distance of the engine audio source.
public float engineDopplerLevel = 1f; // The doppler level of the engine audio source.
[Range(0f, 1f)] public float engineMasterVolume = 0.5f; // An overall control of the engine sound volume.
public float windMinDistance = 10f; // The min distance of the wind audio source.
public float windMaxDistance = 100f; // The max distance of the wind audio source.
public float windDopplerLevel = 1f; // The doppler level of the wind audio source.
[Range(0f, 1f)] public float windMasterVolume = 0.5f; // An overall control of the wind sound volume.
}
[SerializeField] private AudioClip m_EngineSound; // Looped engine sound, whose pitch and volume are affected by the plane's throttle setting.
[SerializeField] private float m_EngineMinThrottlePitch = 0.4f; // Pitch of the engine sound when at minimum throttle.
[SerializeField] private float m_EngineMaxThrottlePitch = 2f; // Pitch of the engine sound when at maximum throttle.
[SerializeField] private float m_EngineFwdSpeedMultiplier = 0.002f; // Additional multiplier for an increase in pitch of the engine from the plane's speed.
[SerializeField] private AudioClip m_WindSound; // Looped wind sound, whose pitch and volume are affected by the plane's velocity.
[SerializeField] private float m_WindBasePitch = 0.2f; // starting pitch for wind (when plane is at zero speed)
[SerializeField] private float m_WindSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed.
[SerializeField] private float m_WindMaxSpeedVolume = 100; // the speed the aircraft much reach before the wind sound reaches maximum volume.
[SerializeField] private AdvancedSetttings m_AdvancedSetttings = new AdvancedSetttings();// container to make advanced settings appear as rollout in inspector
private AudioSource m_EngineSoundSource; // Reference to the AudioSource for the engine.
private AudioSource m_WindSoundSource; // Reference to the AudioSource for the wind.
private AeroplaneController m_Plane; // Reference to the aeroplane controller.
private Rigidbody m_Rigidbody;
private void Awake()
{
// Set up the reference to the aeroplane controller.
m_Plane = GetComponent<AeroplaneController>();
m_Rigidbody = GetComponent<Rigidbody>();
// Add the audiosources and get the references.
m_EngineSoundSource = gameObject.AddComponent<AudioSource>();
m_EngineSoundSource.playOnAwake = false;
m_WindSoundSource = gameObject.AddComponent<AudioSource>();
m_WindSoundSource.playOnAwake = false;
// Assign clips to the audiosources.
m_EngineSoundSource.clip = m_EngineSound;
m_WindSoundSource.clip = m_WindSound;
// Set the parameters of the audiosources.
m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance;
m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance;
m_EngineSoundSource.loop = true;
m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel;
m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance;
m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance;
m_WindSoundSource.loop = true;
m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel;
// call update here to set the sounds pitch and volumes before they actually play
Update();
// Start the sounds playing.
m_EngineSoundSource.Play();
m_WindSoundSource.Play();
}
private void Update()
{
// Find what proportion of the engine's power is being used.
var enginePowerProportion = Mathf.InverseLerp(0, m_Plane.MaxEnginePower, m_Plane.EnginePower);
// Set the engine's pitch to be proportional to the engine's current power.
m_EngineSoundSource.pitch = Mathf.Lerp(m_EngineMinThrottlePitch, m_EngineMaxThrottlePitch, enginePowerProportion);
// Increase the engine's pitch by an amount proportional to the aeroplane's forward speed.
// (this makes the pitch increase when going into a dive!)
m_EngineSoundSource.pitch += m_Plane.ForwardSpeed*m_EngineFwdSpeedMultiplier;
// Set the engine's volume to be proportional to the engine's current power.
m_EngineSoundSource.volume = Mathf.InverseLerp(0, m_Plane.MaxEnginePower*m_AdvancedSetttings.engineMasterVolume,
m_Plane.EnginePower);
// Set the wind's pitch and volume to be proportional to the aeroplane's forward speed.
float planeSpeed = m_Rigidbody.velocity.magnitude;
m_WindSoundSource.pitch = m_WindBasePitch + planeSpeed*m_WindSpeedPitchFactor;
m_WindSoundSource.volume = Mathf.InverseLerp(0, m_WindMaxSpeedVolume, planeSpeed)*m_AdvancedSetttings.windMasterVolume;
}
}
}