120 lines
3.9 KiB
C#
120 lines
3.9 KiB
C#
// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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#if DOOZY_SOUNDY
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using System.Collections.Generic;
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using Doozy.Runtime.Common.Utils;
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using Doozy.Runtime.Reactor.Ticker;
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using Doozy.Runtime.Soundy;
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using Doozy.Runtime.Soundy.Ids;
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using Doozy.Runtime.UIManager.Animators;
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using UnityEngine;
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namespace Doozy.Runtime.UIManager.Audio
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{
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/// <summary>
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/// Specialized audio component used to play sounds via the Soundy system by listening to a UIContainer (controller) show/hide commands.
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/// </summary>
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[AddComponentMenu("Doozy/UI/Containers/Addons/UIContainer Soundy Audio")]
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public class UIContainerSoundyAudio : BaseUIContainerAnimator
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("GameObject/Doozy/UI/Containers/Addons/UIContainer Soundy Audio", false, 8)]
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private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
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{
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GameObjectUtils.AddToScene<UIContainerSoundyAudio>("UIContainer Soundy Audio", false, true);
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}
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#endif
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private AudioPlayer m_AudioPlayer;
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/// <summary> AudioPlayer used to play the sound </summary>
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private AudioPlayer audioPlayer
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{
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get
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{
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if (m_AudioPlayer != null) return m_AudioPlayer;
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m_AudioPlayer = SoundyService.GetSoundPlayer();
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if (m_AudioPlayer == null) return null;
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m_AudioPlayer.onFinish = () => m_AudioPlayer = null;
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return m_AudioPlayer;
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}
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}
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[SerializeField] private SoundId ShowSoundId = new SoundId();
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/// <summary> Container Show SoundId </summary>
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public SoundId showSoundId => ShowSoundId;
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[SerializeField] private SoundId HideSoundId = new SoundId();
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/// <summary> Container Hide SoundId </summary>
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public SoundId hideSoundId => HideSoundId;
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protected override void Awake()
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{
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SoundyService.Initialize();
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base.Awake();
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}
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private void StopPlayingSounds()
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{
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if (m_AudioPlayer != null && m_AudioPlayer.isPlaying)
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{
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m_AudioPlayer.Stop();
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m_AudioPlayer = null;
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}
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}
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private void PlaySound(SoundId id)
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{
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// do not play sounds while in edit mode (unless the game is playing)
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#if UNITY_EDITOR
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if (!UnityEditor.EditorApplication.isPlaying)
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return;
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#endif
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if (audioPlayer.LoadSound(id))
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audioPlayer.Play();
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}
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/// <summary> Stop the currently playing sound, if any. </summary>
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public override void StopAllReactions()
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{
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StopPlayingSounds();
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}
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public override void Show()
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{
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if (!showSoundId.isValid) return;
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StopPlayingSounds();
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PlaySound(showSoundId);
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}
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public override void ReverseShow() =>
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Hide();
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public override void Hide()
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{
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if (!hideSoundId.isValid) return;
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StopPlayingSounds();
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PlaySound(hideSoundId);
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}
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public override void ReverseHide() =>
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Show();
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/// <summary> Ignored </summary>
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public override void UpdateSettings() {}
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/// <summary> Ignored </summary>
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public override void InstantShow() {}
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/// <summary> Ignored </summary>
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public override void InstantHide() {}
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/// <summary> Ignored </summary>
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public override void ResetToStartValues(bool forced = false) {}
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/// <summary> Ignored </summary>
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public override List<Heartbeat> SetHeartbeat<T>() { return null; }
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}
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}
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#endif
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