Roman 787b285227 任务:新建项目 导入必要的插件
1.导入URP
2.配置了URP
3.导入Dotween
4.导入Odin
5.导入了InputSystem
6.设置项目为新旧输入系统并用
7.导入了FunGus
8.创建了一些空文件夹

我是每日提醒上班小助手,今天你上班了吗?😺
2022-03-10 22:49:14 +08:00

59 lines
2.0 KiB
C#

using System;
using System.Collections;
using UnityEngine;
[AddComponentMenu("")]
public class SfxrCacheSurrogate : MonoBehaviour {
/**
* usfxr
*
* Copyright 2013 Zeh Fernando
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
/**
* SfxrCacheSurrogate
* This is the (internal) behavior script responsible for calling Coroutines for asynchronous audio generation
*
* @author Zeh Fernando
*/
// ================================================================================================================
// PUBLIC INTERFACE -----------------------------------------------------------------------------------------------
public void CacheSound(SfxrSynth __synth, Action __callback) {
StartCoroutine(CacheSoundAsynchronously(__synth, __callback));
}
private IEnumerator CacheSoundAsynchronously(SfxrSynth __synth, Action __callback) {
yield return null;
__synth.CacheSound(null, true);
__callback();
UnityEngine.Object.Destroy(gameObject);
}
public void CacheMutations(SfxrSynth __synth, uint __mutationsNum, float __mutationAmount, Action __callback) {
StartCoroutine(CacheMutationsAsynchronously(__synth, __mutationsNum, __mutationAmount, __callback));
}
private IEnumerator CacheMutationsAsynchronously(SfxrSynth __synth, uint __mutationsNum, float __mutationAmount, Action __callback) {
yield return null;
__synth.CacheMutations(__mutationsNum, __mutationAmount, null, true);
__callback();
UnityEngine.Object.Destroy(gameObject);
}
}