Class UiSoundBinder
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
Gives the generated UI its sounds: a cue per button role (buy, lock, reroll, merge, recycle, choose, back, click), slider ticks, a cue when an overlay panel opens, the unlock cue when the unlock screen appears and the victory / defeat stingers when a run ends. Re-scans after state changes, because cards are pooled.
public sealed class UiSoundBinder : MonoBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourUiSoundBinder
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
UiSoundBinder()
public UiSoundBinder()
Fields
PanelOpenCues
public bool PanelOpenCues
Field Value
RunEndStingers
public bool RunEndStingers
Field Value
Properties
Player
public SoundPlayer Player { get; }
Property Value
Ui
public GameUiRoot Ui { get; }
Property Value
Methods
Bind(GameUiRoot, SoundPlayer)
public void Bind(GameUiRoot root, SoundPlayer sounds)
Parameters
rootGameUiRootsoundsSoundPlayer
KeyFor(Button)
The cue a button plays, from where it sits in the generated UI.
public string KeyFor(Button button)
Parameters
buttonButton
Returns
Rescan()
Adds or updates the sound handlers on every button and slider under the UI root.
public void Rescan()