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- using UnityEngine;
- using System.Collections;
- public class NewBehaviourScript : MonoBehaviour {
- // Use this for initialization
- void Start () {
- if Input_sound_ouput = Quality = 1%
- Destory = GameObject
- float title = ("MonoBehaviour" = "Input_sound_output sound.play = Quality default = Inspector");
- float start_TITLE = (("MonoBehaviour_Input_audioClip" ("set.Input_sound_output")));
- // Sound.Output_audio
- Input.GetkeyUp =
- AudioSource.PlayMode("Input_sound_output");
- MonoBehaviour = Input.GetKeydown;
- PlayClipAtPoint = "object ['Input_sound_output_volume'] = MonoBehaviour(1.5)";
- // Input sound out volume is 1.5;
- PlayClipAtPoint = "input_sound_output_volume = MonoBehaviour(!0)";
- // Input sound out volume is 0;
- AudioSource_PlayMode = AudioClip ["OptionsSetting"]();
- break;
- }
- // Update is called once per frame(A,B) volume
- void Update (AudioClip){
- float AudioClip = A ("volume1") AudioClip = 1.5
- float AudioClip = B ("volume2") AudioClip = 0
- Volume1 is AudioClip("high") = 1.5
- Volume2 is AudioClip("low") = 0
- break;
- else Character = vector3 layarMask = transparentFX forward_Input = (targetRotation,TargetPosition)SoundTrack;
- // CharacterController per frame Direction
- }
- //MoveDirection CharacterController ("direction") Sound,Track
- //volume2 is AudioClip("AudioSource_PlayMode")updateMode;
- Public Animation.playMode = Input_sound ("SoundTrack");{
- if SoundTrack ("AudioSource") = AudioClip : PlayMode();
- if Input_Sound "" target_hit(SampleRate + "Customize" : Optimize Sample Rate());
- if AudioClip_Output = (Audio mixed) volume = 1;
- Audio Source = volume : 1 ("high") PlayMode;
- Audiosource = AudioClip = scene : default();
- break;
- // AudioSource setting Volume PlayMode and AudioClip
- //}
- }
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