From fbdf2f4ad48286172830c2b35d3f00d06649d57b Mon Sep 17 00:00:00 2001 From: Christopher Date: Fri, 9 Sep 2016 16:39:29 +0100 Subject: [PATCH] WriterAudio properties are protected fields --- Assets/Fungus/Narrative/Scripts/Character.cs | 1 - Assets/Fungus/UI/Scripts/WriterAudio.cs | 14 +++++++------- 2 files changed, 7 insertions(+), 8 deletions(-) diff --git a/Assets/Fungus/Narrative/Scripts/Character.cs b/Assets/Fungus/Narrative/Scripts/Character.cs index 8fb3bbd5..37257af8 100644 --- a/Assets/Fungus/Narrative/Scripts/Character.cs +++ b/Assets/Fungus/Narrative/Scripts/Character.cs @@ -8,7 +8,6 @@ using System; namespace Fungus { - /// /// A Character that can be used in dialogue via the Say, Conversation and Portrait commands. /// diff --git a/Assets/Fungus/UI/Scripts/WriterAudio.cs b/Assets/Fungus/UI/Scripts/WriterAudio.cs index 399cb335..9290b59b 100644 --- a/Assets/Fungus/UI/Scripts/WriterAudio.cs +++ b/Assets/Fungus/UI/Scripts/WriterAudio.cs @@ -13,14 +13,14 @@ namespace Fungus { [Tooltip("Volume level of writing sound effects")] [Range(0,1)] - public float volume = 1f; + [SerializeField] protected float volume = 1f; [Tooltip("Loop the audio when in Sound Effect mode. Has no effect in Beeps mode.")] - public bool loop = true; + [SerializeField] protected bool loop = true; // If none is specifed then we use any AudioSource on the gameobject, and if that doesn't exist we create one. [Tooltip("AudioSource to use for playing sound effects. If none is selected then one will be created.")] - public AudioSource targetAudioSource; + [SerializeField] protected AudioSource targetAudioSource; public enum AudioMode { @@ -29,16 +29,16 @@ namespace Fungus } [Tooltip("Type of sound effect to play when writing text")] - public AudioMode audioMode = AudioMode.Beeps; + [SerializeField] protected AudioMode audioMode = AudioMode.Beeps; [Tooltip("List of beeps to randomly select when playing beep sound effects. Will play maximum of one beep per character, with only one beep playing at a time.")] - public List beepSounds = new List(); + [SerializeField] protected List beepSounds = new List(); [Tooltip("Long playing sound effect to play when writing text")] - public AudioClip soundEffect; + [SerializeField] protected AudioClip soundEffect; [Tooltip("Sound effect to play on user input (e.g. a click)")] - public AudioClip inputSound; + [SerializeField] protected AudioClip inputSound; protected float targetVolume = 0f;