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ButtonManager.cs
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ButtonManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonManager : MonoBehaviour
{
[SerializeField]
LevelLogic levelLogic;
[Header("Scenes")]
const int titleScene = 1;
const int gameplayScene = 2;
const int lostScene = 3;
const int wonScene = 4;
//[SerializeField]
//AudioSource audioSource;
//[SerializeField]
//AudioSource musicAudioSource;
[SerializeField]
AudioPlayer audioPlayer;
float musicCounter = 30f;
void Start()
{
levelLogic = GameObject.FindGameObjectWithTag("Manager").GetComponent<LevelLogic>();
audioPlayer.PlayMusic (0);
}
void Update()
{
musicCounter -= Time.deltaTime;
if (musicCounter <= 0)
{
audioPlayer.StopMusic ();
audioPlayer.PlayMusic(Random.Range (0, audioPlayer.musicClips.Length - 1));
musicCounter = 30f;
}
}
public void ClickRandomSound()
{
//audioPlayer.Play(audioPlayer.sfxClips[Random.Range(0, audioPlayer.sfxClips.Length)], 1, 1, false, false, "Sounds");
//audioSource.PlayOneShot(audioSource.clip);
audioPlayer.PlaySFX (0);
}
public void QuitGame()
{
Application.Quit();
}
#region SceneLoad
public void ChangetoNextScene()
{
//musicAudioSource.Stop();
audioPlayer.StopMusic ();
levelLogic.StartLoad(levelLogic.nextScene);
}
public void ChangetoBackScene()
{
//musicAudioSource.Stop();
audioPlayer.StopMusic ();
levelLogic.StartLoad(levelLogic.backScene);
}
public void ChangeToMenu()
{
//musicAudioSource.Stop();
audioPlayer.StopMusic ();
levelLogic.StartLoad(titleScene);
}
public void ChangeToGameplay()
{
//musicAudioSource.Stop();
audioPlayer.StopMusic ();
levelLogic.StartLoad(gameplayScene);
}
public void ChangeToLost()
{
//musicAudioSource.Stop();
audioPlayer.StopMusic ();
levelLogic.StartLoad(lostScene);
}
public void ChangeToWin()
{
//musicAudioSource.Stop();
audioPlayer.StopMusic ();
levelLogic.StartLoad(wonScene);
}
#endregion
}