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WriterAudio properties are protected fields

master
Christopher 8 years ago
parent
commit
fbdf2f4ad4
  1. 1
      Assets/Fungus/Narrative/Scripts/Character.cs
  2. 14
      Assets/Fungus/UI/Scripts/WriterAudio.cs

1
Assets/Fungus/Narrative/Scripts/Character.cs

@ -8,7 +8,6 @@ using System;
namespace Fungus
{
/// <summary>
/// A Character that can be used in dialogue via the Say, Conversation and Portrait commands.
/// </summary>

14
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<AudioClip> beepSounds = new List<AudioClip>();
[SerializeField] protected List<AudioClip> beepSounds = new List<AudioClip>();
[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;

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