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C# Entities.MyEntity3DSoundEmitter类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Sandbox.Game.Entities.MyEntity3DSoundEmitter的典型用法代码示例。如果您正苦于以下问题:C# MyEntity3DSoundEmitter类的具体用法?C# MyEntity3DSoundEmitter怎么用?C# MyEntity3DSoundEmitter使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



MyEntity3DSoundEmitter类属于Sandbox.Game.Entities命名空间,在下文中一共展示了MyEntity3DSoundEmitter类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: MyFloatingObject

 public MyFloatingObject()
 {
     WasRemovedFromWorld = false;
     m_soundEmitter = new MyEntity3DSoundEmitter(this);
     m_lastTimePlayedSound = MySandboxGame.TotalGamePlayTimeInMilliseconds;
     Render = new Components.MyRenderComponentFloatingObject();
 }
开发者ID:martejj,项目名称:SpaceEngineers,代码行数:7,代码来源:MyFloatingObject.cs


示例2: MyGridJumpDriveSystem

        public MyGridJumpDriveSystem(MyCubeGrid grid)
        {
            m_grid = grid;

            SyncObject = new MySyncJumpDriveSystem(m_grid);
            m_soundEmitter = new MyEntity3DSoundEmitter(m_grid);
        }
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:7,代码来源:MyGridJumpDriveSystem.cs


示例3: Init

        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            InitializeSinkComponent();
            base.Init(objectBuilder, cubeGrid);
            if (CubeGrid.CreatePhysics)
            {
            	// Put on my fake, because it does performance issues
                if (MyFakes.ENABLE_GRAVITY_PHANTOM)
                {
                        var shape = CreateFieldShape();
                        Physics = new Sandbox.Engine.Physics.MyPhysicsBody(this, RigidBodyFlag.RBF_KINEMATIC);
                        Physics.IsPhantom = true;
                        Physics.CreateFromCollisionObject(shape, PositionComp.LocalVolume.Center, WorldMatrix, null, Sandbox.Engine.Physics.MyPhysics.CollisionLayers.GravityPhantomLayer);
                        shape.Base.RemoveReference();
                        Physics.Enabled = IsWorking;
                }
                NeedsUpdate |= MyEntityUpdateEnum.EACH_FRAME;

                SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
                ResourceSink.Update();
            }
            m_soundEmitter = new MyEntity3DSoundEmitter(this, true);
            m_baseIdleSound.Init("BlockGravityGen");
			
        }
开发者ID:liiir1985,项目名称:SpaceEngineers,代码行数:25,代码来源:MyGravityGeneratorBase.cs


示例4: emitter_StoppedPlaying

 static void emitter_StoppedPlaying(MyEntity3DSoundEmitter emitter)
 {
     emitter.Entity = null;
     emitter.SoundId = new MyCueId(MyStringHash.NullOrEmpty);
     m_singleUseEmitterPool.Enqueue(emitter);
     m_currentEmitters--;
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:7,代码来源:MyAudioComponent.cs


示例5: MySmallMissileLauncher

 public MySmallMissileLauncher()
 {
     m_gunBase = new MyGunBase();
     m_soundEmitter = new MyEntity3DSoundEmitter(this);
     m_useConveyorSystem.Value = true;
     SyncType.Append(m_gunBase);
 }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:7,代码来源:MySmallMissileLauncher.cs


示例6: MySolarPanel

	    public MySolarPanel()
	    {
            SourceComp = new MyResourceSourceComponent();

            m_soundEmitter = new MyEntity3DSoundEmitter(this, true);
            NeedsUpdate |= MyEntityUpdateEnum.EACH_100TH_FRAME;
	    }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:7,代码来源:MySolarPanel.cs


示例7: MySoundBlock

        private bool m_willStartSound; // will start sound in updateaftersimulation

        #endregion Fields

        #region Constructors

        public MySoundBlock()
            : base()
        {
            #if XB1 // XB1_SYNC_NOREFLECTION
            m_soundRadius = SyncType.CreateAndAddProp<float>();
            m_volume = SyncType.CreateAndAddProp<float>();
            m_cueId = SyncType.CreateAndAddProp<MyCueId>();
            m_loopPeriod = SyncType.CreateAndAddProp<float>();
            #endif // XB1
            CreateTerminalControls();

            m_soundPair = new MySoundPair();

            m_soundEmitterIndex = 0;
            m_soundEmitters = new MyEntity3DSoundEmitter[EMITTERS_NUMBER];
            for (int i = 0; i < EMITTERS_NUMBER; i++)
            {
                m_soundEmitters[i] = new MyEntity3DSoundEmitter(this);
                m_soundEmitters[i].Force3D = true;
            }

            m_volume.ValueChanged += (x) => VolumeChanged();
            m_soundRadius.ValueChanged += (x) => RadiusChanged();
            m_cueId.ValueChanged += (x) => SelectionChanged();
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:31,代码来源:MySoundBlock.cs


示例8: MyFloatingObject

        public MyFloatingObject()
        {
            WasRemovedFromWorld = false;
            m_soundEmitter = new MyEntity3DSoundEmitter(this);
            m_lastTimePlayedSound = MySandboxGame.TotalGamePlayTimeInMilliseconds;
            Render = new Components.MyRenderComponentFloatingObject();

            SyncType = SyncHelpers.Compose(this);

            Amount.ValueChanged += (x) => { Item.Amount = Amount.Value; UpdateInternalState(); };
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:11,代码来源:MyFloatingObject.cs


示例9: TryGetSoundEmitter

 /// <summary>
 /// Use this only for 3d one-time nonloop sounds, emitter returns to pool after the sound is played
 /// Dont forget to set your entity
 /// </summary>
 /// <returns>Emitter or null if none is avaliable in pool</returns>
 public static MyEntity3DSoundEmitter TryGetSoundEmitter()
 {
     MyEntity3DSoundEmitter emitter = null;
     if(!m_singleUseEmitterPool.TryDequeue(out emitter))
         if (m_currentEmitters < POOL_CAPACITY)
         {
             emitter = new MyEntity3DSoundEmitter(null);
             emitter.StoppedPlaying += emitter_StoppedPlaying;
             m_currentEmitters++;
         }
     return emitter;
 }
开发者ID:Krulac,项目名称:SpaceEngineers,代码行数:17,代码来源:MyAudioComponent.cs


示例10: MyMissile

 public MyMissile()
 {
     m_collidedEntity_OnClose = collidedEntity_OnClose;
     m_soundEmitter = new MyEntity3DSoundEmitter(this);
     if (MySession.Static.Settings.RealisticSound && MyFakes.ENABLE_NEW_SOUNDS)
     {
         Func<bool> expr = () =>
         MySession.ControlledEntity != null && MySession.ControlledEntity.Entity is MyCharacter && MySession.ControlledEntity.Entity == m_collidedEntity;
         m_soundEmitter.EmitterMethods[MyEntity3DSoundEmitter.MethodsEnum.ShouldPlay2D].Add(expr);
         m_soundEmitter.EmitterMethods[MyEntity3DSoundEmitter.MethodsEnum.CanHear].Add(expr);
     }
     (PositionComp as MyPositionComponent).WorldPositionChanged = WorldPositionChanged;
 }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:13,代码来源:MyMissile.cs


示例11: EffectSoundEmitter

 public EffectSoundEmitter(uint id, Vector3 position, MySoundPair sound)
 {
     ParticleSoundId = id;
     Updated = true;
     Emitter = new MyEntity3DSoundEmitter(null);
     Emitter.SetPosition(position);
     Emitter.PlaySound(sound);
     if (Emitter.Sound != null)
         OriginalVolume = Emitter.Sound.Volume;
     else
         OriginalVolume = 1f;
     Emitter.Update();
 }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:13,代码来源:MyParticleEffects.cs


示例12: emitter_StoppedPlaying

 static void emitter_StoppedPlaying(MyEntity3DSoundEmitter emitter)
 {
     if (emitter == null)
         return;
     emitter.Entity = null;
     emitter.SoundId = new MyCueId(MyStringHash.NullOrEmpty);
     if (m_borrowedEmittors.Count > 0)
     {
         int index = m_borrowedEmittors.IndexOf(emitter);
         if (index >= 0 && index < m_borrowedEmittors.Count)
             m_borrowedEmittors.RemoveAt(index);
     }
     m_singleUseEmitterPool.Enqueue(emitter);
 }
开发者ID:ales-vilchytski,项目名称:SpaceEngineers,代码行数:14,代码来源:MyAudioComponent.cs


示例13: TryGetSoundEmitter

 /// <summary>
 /// Use this only for 3d one-time nonloop sounds, emitter returns to pool after the sound is played
 /// Dont forget to set your entity
 /// </summary>
 /// <returns>Emitter or null if none is avaliable in pool</returns>
 public static MyEntity3DSoundEmitter TryGetSoundEmitter()
 {
     MyEntity3DSoundEmitter emitter = null;
     if (!m_singleUseEmitterPool.TryDequeue(out emitter))
     {
         if (m_currentEmitters >= POOL_CAPACITY)
             CleanUpEmitters();
         if (m_currentEmitters < POOL_CAPACITY)
         {
             emitter = new MyEntity3DSoundEmitter(null);
             emitter.StoppedPlaying += emitter_StoppedPlaying;
             m_currentEmitters++;
         }
     }
     if (emitter != null)
         m_borrowedEmittors.Add(emitter);
     return emitter;
 }
开发者ID:ales-vilchytski,项目名称:SpaceEngineers,代码行数:23,代码来源:MyAudioComponent.cs


示例14: EffectSoundEmitter

 public EffectSoundEmitter(uint id, Vector3 position, MySoundPair sound)
 {
     ParticleSoundId = id;
     Updated = true;
     MyEntity entity = null;
     if (MyFakes.ENABLE_NEW_SOUNDS && MySession.Static.Settings.RealisticSound)//snap emitter to closest block - used for realistic sounds
     {
         List<MyEntity> m_detectedObjects = new List<MyEntity>();
         BoundingSphereD effectSphere = new BoundingSphereD(MySession.Static.LocalCharacter != null ? MySession.Static.LocalCharacter.PositionComp.GetPosition() : MySector.MainCamera.Position, 2f);
         MyGamePruningStructure.GetAllEntitiesInSphere(ref effectSphere, m_detectedObjects);
         float distBest = float.MaxValue;
         float dist;
         for (int i = 0; i < m_detectedObjects.Count; i++)
         {
             MyCubeBlock block = m_detectedObjects[i] as MyCubeBlock;
             if (block != null)
             {
                 dist = Vector3.DistanceSquared(MySession.Static.LocalCharacter.PositionComp.GetPosition(), block.PositionComp.GetPosition());
                 if (dist < distBest)
                 {
                     dist = distBest;
                     entity = block;
                 }
             }
         }
         m_detectedObjects.Clear();
     }
     Emitter = new MyEntity3DSoundEmitter(entity);
     Emitter.SetPosition(position);
     if (sound == null)
         sound = MySoundPair.Empty;
     Emitter.PlaySound(sound);
     if (Emitter.Sound != null)
         OriginalVolume = Emitter.Sound.Volume;
     else
         OriginalVolume = 1f;
     Emitter.Update();
     SoundPair = sound;
 }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:39,代码来源:MyParticleEffects.cs


示例15: UpdateProductionSound

        private void UpdateProductionSound()
        {
            if (m_soundEmitter == null)
            {
                m_soundEmitter = new MyEntity3DSoundEmitter(Entity as MyEntity);
            }

            if (this.m_currentItemStatus < 1f)
            {
                var blueprint = this.GetCurrentItemInProduction();
                if (blueprint != null && blueprint.Blueprint.ProgressBarSoundCue != null)
                {
                    m_soundEmitter.PlaySingleSound(MySoundPair.GetCueId(blueprint.Blueprint.ProgressBarSoundCue));
                }
                else
                {
                    m_soundEmitter.PlaySingleSound(ActionSound);
                }
            }
            else
            {
                m_soundEmitter.StopSound(true);
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:24,代码来源:MyCraftingComponentBasic.cs


示例16: UpdateBeforeSimulation

        public override void UpdateBeforeSimulation()
        {
            base.UpdateBeforeSimulation();

            //Sound control
            if (MySandboxGame.IsDedicated == false)
            {
                if (m_fallSoundShouldPlay.Value == true)
                {
                    if (m_soundEmitter == null)
                    {
                        m_soundEmitter = new MyEntity3DSoundEmitter(this);
                        //NeedsUpdate |= MyEntityUpdateEnum.EACH_100TH_FRAME;
                    }
                    if (m_soundEmitter.IsPlaying == false && m_fallSound != null && m_fallSound != MySoundPair.Empty)
                        m_soundEmitter.PlaySound(m_fallSound, true, true);
                }
                else
                {
                    if (m_soundEmitter != null && m_soundEmitter.IsPlaying)
                        m_soundEmitter.StopSound(false);
                }
            }

            //contact was made
            if (m_obstacleContact && m_groundContact == false)
            {
                if (Physics.LinearVelocity.Y > 0f || Physics.LinearVelocity.LengthSquared() < 9f)
                {
                    m_groundContact = true;
                    m_fallSoundShouldPlay.Value = false;//start crash sound
                    m_soundStart = DateTime.UtcNow;
                }
                else
                {
                    m_obstacleContact = false;//scratching
                }
            }
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:39,代码来源:MyFracturedPiece.cs


示例17: StartShootSound

 internal void StartShootSound(MyEntity3DSoundEmitter soundEmitter)
 {
     if (ShootSound != null)
     {
         if (soundEmitter.IsPlaying && !soundEmitter.Loop)
             soundEmitter.StopSound(true);
         soundEmitter.PlaySound(ShootSound, true);
     }
 }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:9,代码来源:MyGunBase.cs


示例18: InitSounds

		private void InitSounds()
		{
            if (m_character.Definition.JumpSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.JUMP_SOUND] = new MySoundPair(m_character.Definition.JumpSoundName);

            if (m_character.Definition.JetpackIdleSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.JETPACK_IDLE_SOUND] = new MySoundPair(m_character.Definition.JetpackIdleSoundName);
            if (m_character.Definition.JetpackRunSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.JETPACK_RUN_SOUND] = new MySoundPair(m_character.Definition.JetpackRunSoundName);

            if (m_character.Definition.CrouchDownSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.CROUCH_DOWN_SOUND] = new MySoundPair(m_character.Definition.CrouchDownSoundName);
            if (m_character.Definition.CrouchUpSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.CROUCH_UP_SOUND] = new MySoundPair(m_character.Definition.CrouchUpSoundName);
         
            if (m_character.Definition.PainSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.PAIN_SOUND] = new MySoundPair(m_character.Definition.PainSoundName);
            if (m_character.Definition.SuffocateSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.SUFFOCATE_SOUND] = new MySoundPair(m_character.Definition.SuffocateSoundName);
            if (m_character.Definition.DeathSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.DEATH_SOUND] = new MySoundPair(m_character.Definition.DeathSoundName);
            if (m_character.Definition.DeathBySuffocationSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.DEATH_SOUND_SUFFOCATE] = new MySoundPair(m_character.Definition.DeathBySuffocationSoundName);

            if (m_character.Definition.IronsightActSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.IRONSIGHT_ACT_SOUND] = new MySoundPair(m_character.Definition.IronsightActSoundName);
            if (m_character.Definition.IronsightDeactSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.IRONSIGHT_DEACT_SOUND] = new MySoundPair(m_character.Definition.IronsightDeactSoundName);

            if (m_character.Definition.FastFlySoundName != null)
            {
                m_windEmitter = new MyEntity3DSoundEmitter(Entity as MyEntity);
                m_windEmitter.Force3D = false;
                m_windSystem = true;
                CharacterSounds[(int)CharacterSoundsEnum.FAST_FLY_SOUND] = new MySoundPair(m_character.Definition.FastFlySoundName);
            }

            //helmet sounds
            if (m_character.Definition.HelmetOxygenNormalSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.HELMET_NORMAL] = new MySoundPair(m_character.Definition.HelmetOxygenNormalSoundName);
            if (m_character.Definition.HelmetOxygenLowSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.HELMET_LOW] = new MySoundPair(m_character.Definition.HelmetOxygenLowSoundName);
            if (m_character.Definition.HelmetOxygenCriticalSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.HELMET_CRITICAL] = new MySoundPair(m_character.Definition.HelmetOxygenCriticalSoundName);
            if (m_character.Definition.HelmetOxygenNoneSoundName != null) CharacterSounds[(int)CharacterSoundsEnum.HELMET_NONE] = new MySoundPair(m_character.Definition.HelmetOxygenNoneSoundName);

            if (m_character.Definition.MovementSoundName != null)
            {
                CharacterSounds[(int)CharacterSoundsEnum.MOVEMENT_SOUND] = new MySoundPair(m_character.Definition.MovementSoundName);
                m_movementEmitter = new MyEntity3DSoundEmitter(Entity as MyEntity);
            }

            //Preload();
            //if (m_character.Definition.DeathSoundName != null && m_character.Definition.DeathSoundName.Length > 0) CharacterSounds[(int)CharacterSoundsEnum.DEATH_SOUND] = new MySoundPair(m_character.Definition.DeathSoundName);
		}
开发者ID:rem02,项目名称:SpaceEngineers,代码行数:41,代码来源:MyCharacterSoundComponent.cs


示例19: IKFeetStepSounds

        private void IKFeetStepSounds(MyEntity3DSoundEmitter walkEmitter, MySoundPair cueEnum)
        {
            var movementState = m_character.GetCurrentMovementState();

			if (movementState.GetMode() == MyCharacterMovement.Flying)
				return;

            if (movementState.GetSpeed() != m_lastUpdateMovementState.GetSpeed())
            {
                walkEmitter.StopSound(true);
                m_lastStepTime = 0;
            }

			int usedMinimumDelay = int.MaxValue;
			if (movementState.GetDirection() != MyCharacterMovement.NoDirection)
			{
			    switch (movementState.GetSpeed())
			    {
			        case MyCharacterMovement.NormalSpeed:
			            usedMinimumDelay = m_stepMinimumDelayWalk;
			            break;
			        case MyCharacterMovement.Fast:
			            usedMinimumDelay = m_stepMinimumDelayRun;
			            break;
			        case MyCharacterMovement.VeryFast:
			            usedMinimumDelay = m_stepMinimumDelaySprint;
			            break;
			    }
			}

            bool minimumDelayExceeded = false;
			minimumDelayExceeded = (MySandboxGame.TotalGamePlayTimeInMilliseconds - m_lastStepTime) >= usedMinimumDelay;
            //MyRenderProxy.DebugDrawAABB(m_character.PositionComp.WorldAABB, Color.White);

			if (minimumDelayExceeded)
            {
                int leftAnkleBoneIndex, rightAnkleBoneIndex;
                MyCharacterBone leftAnkleBone = m_character.AnimationController != null 
                    ? m_character.AnimationController.FindBone(m_character.Definition.LeftAnkleBoneName, out leftAnkleBoneIndex) 
                    : null;
                MyCharacterBone rightAnkleBone = m_character.AnimationController != null 
                    ? m_character.AnimationController.FindBone(m_character.Definition.RightAnkleBoneName, out rightAnkleBoneIndex)
                    : null;
                Vector3 posLeftFoot = leftAnkleBone != null
                    ? leftAnkleBone.AbsoluteTransform.Translation
                    : m_character.PositionComp.LocalAABB.Center;
                Vector3 posRightFoot = rightAnkleBone != null 
                    ? rightAnkleBone.AbsoluteTransform.Translation 
                    : m_character.PositionComp.LocalAABB.Center;
                float ankleHeight;
                MyFeetIKSettings settingsIK;
                if (m_character.Definition.FeetIKSettings != null
                    && m_character.Definition.FeetIKSettings.TryGetValue(MyCharacterMovementEnum.Standing, out settingsIK))
                {
                    ankleHeight = settingsIK.FootSize.Y;
                }
                else
                {
                    ankleHeight = DEFAULT_ANKLE_HEIGHT;
                }
                float charSpeed = 0f;
                if (m_character.AnimationController != null)
                    m_character.AnimationController.Variables.GetValue(MyAnimationVariableStorageHints.StrIdSpeed, out charSpeed);
                if (posLeftFoot.Y - ankleHeight < m_character.PositionComp.LocalAABB.Min.Y
                    || posRightFoot.Y - ankleHeight < m_character.PositionComp.LocalAABB.Min.Y)
                {
                    if(charSpeed > 0.05f)
                        walkEmitter.PlaySound(cueEnum);
                    m_lastStepTime = MySandboxGame.TotalGamePlayTimeInMilliseconds;
                }
            }

			m_lastUpdateMovementState = movementState;
        }
开发者ID:rem02,项目名称:SpaceEngineers,代码行数:74,代码来源:MyCharacterSoundComponent.cs


示例20: InitComponent

        public bool InitComponent(MyCubeGrid shipGrid)
        {
            if (shipGrid.GridSizeEnum == MyCubeSize.Small && MyFakes.ENABLE_NEW_SMALL_SHIP_SOUNDS == false)
                return false;
            if (shipGrid.GridSizeEnum == MyCubeSize.Large && MyFakes.ENABLE_NEW_LARGE_SHIP_SOUNDS == false)
                return false;
            m_shipGrid = shipGrid;
            m_shipThrusters = m_shipGrid.Components.Get<MyEntityThrustComponent>();
            m_shipWheels = m_shipGrid.GridSystems.WheelSystem;

            m_thrusterVolumes = new float[(Enum.GetNames(typeof(ShipThrusters)).Length)];
            m_thrusterVolumeTargets = new float[(Enum.GetNames(typeof(ShipThrusters)).Length)];
            for (int i = 1; i < m_thrusterVolumes.Length; i++)
            {
                m_thrusterVolumes[i] = 0f;
                m_thrusterVolumeTargets[i] = 0f;
            }
            m_thrusterVolumes[0] = 1f;
            m_thrusterVolumeTargets[0] = 1f;

            for (int i = 0; i < m_emitters.Length; i++)
            {
                m_emitters[i] = new MyEntity3DSoundEmitter(m_shipGrid);
                m_emitters[i].Force2D = m_shouldPlay2D;
                m_emitters[i].Force3D = !m_shouldPlay2D;
            }

            m_initialized = true;

            return true;
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:31,代码来源:MyShipSoundComponent.cs



注:本文中的Sandbox.Game.Entities.MyEntity3DSoundEmitter类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# Entities.MySoundPair类代码示例发布时间:2022-05-26
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