Class LevelMusicData
- Namespace
- TDMaker.Unity.Authoring
- Assembly
- TDMaker.Unity.dll
Music of one level, played by TDMaker.Unity.View.MusicPlayer: a battle loop, an optional intense loop for
late or boss waves, and victory / defeat stingers that stop or duck the loop. Empty clips fall back to the music
player's defaults, so every field is optional.
public sealed class LevelMusicData
- Inheritance
-
LevelMusicData
- Inherited Members
Constructors
LevelMusicData()
public LevelMusicData()
Fields
battle
Loop played during the battle.
[Tooltip("Loop played during the battle (empty: the Music Player's default battle loop).")]
public AudioClip battle
Field Value
- AudioClip
defeat
Stinger played on defeat.
[Tooltip("Stinger played on defeat (empty: the Music Player's default).")]
public AudioClip defeat
Field Value
- AudioClip
intense
Loop crossfaded in on intense waves (see the rules below).
[Tooltip("Loop crossfaded in on intense waves (empty: the Music Player's default, or keep the battle loop).")]
public AudioClip intense
Field Value
- AudioClip
intenseFromWave
One-based wave number from which the intense loop plays; 0 turns this rule off.
[Tooltip("One-based wave number from which the intense loop plays (0 = off).")]
[Min(0)]
public int intenseFromWave
Field Value
intenseOnBossWaves
Switches to the intense loop when a wave flagged Boss Wave starts.
[Tooltip("Switch to the intense loop when a wave flagged 'Boss Wave' (Wave Set) starts.")]
public bool intenseOnBossWaves
Field Value
intenseOnLastWave
Switches to the intense loop when the last wave starts.
[Tooltip("Switch to the intense loop when the last wave starts.")]
public bool intenseOnLastWave
Field Value
victory
Stinger played on victory.
[Tooltip("Stinger played on victory (empty: the Music Player's default).")]
public AudioClip victory
Field Value
- AudioClip
volume
Volume of this level's music (before the Music and Master volumes).
[Range(0, 1)]
public float volume
Field Value
Methods
Clone()
A shallow copy (clips are shared).
public LevelMusicData Clone()
Returns
IsIntense(int, int, bool)
Whether the intense loop should play once wave waveNumber (one-based) has started.
public bool IsIntense(int waveNumber, int waveCount, bool bossWave)