105 lines
4.3 KiB
C#
105 lines
4.3 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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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 UnityEngine;
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// ReSharper disable MemberCanBePrivate.Global
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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 a set AudioClip by listening to a UISelectable (controller) selection state changes.
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/// </summary>
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[AddComponentMenu("Doozy/UI/Components/Addons/UISelectable Audio")]
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public class UISelectableAudio : BaseUISelectableAudio
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("GameObject/Doozy/UI/Components/Addons/UISelectable Audio", false, 8)]
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private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
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{
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GameObjectUtils.AddToScene<UISelectableAudio>("UISelectable Audio", false, true);
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}
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#endif
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[SerializeField] private AudioSource AudioSource;
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/// <summary> Reference to a target Audio source </summary>
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public AudioSource audioSource => AudioSource;
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/// <summary> Check if a AudioSource is referenced or not </summary>
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public bool hasAudioSource => AudioSource != null;
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[SerializeField] private AudioClip NormalAudioClip;
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/// <summary> AudioClip for the Selectable Normal state </summary>
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public AudioClip normalAudioClip => NormalAudioClip;
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[SerializeField] private AudioClip HighlightedAudioClip;
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/// <summary> AudioClip for the Selectable Highlighted state </summary>
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public AudioClip highlightedAudioClip => HighlightedAudioClip;
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[SerializeField] private AudioClip PressedAudioClip;
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/// <summary> AudioClip for the Selectable Pressed state </summary>
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public AudioClip pressedAudioClip => PressedAudioClip;
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[SerializeField] private AudioClip SelectedAudioClip;
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/// <summary> AudioClip for the Selectable Selected state </summary>
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public AudioClip selectedAudioClip => SelectedAudioClip;
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[SerializeField] private AudioClip DisabledAudioClip;
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/// <summary> AudioClip for the Selectable Disabled state </summary>
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public AudioClip disabledAudioClip => DisabledAudioClip;
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public override void StopAllReactions()
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{
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if (!hasAudioSource) return;
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audioSource.Stop();
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}
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public override void Play(UISelectionState state)
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{
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if (!hasAudioSource)
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return;
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switch (state)
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{
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case UISelectionState.Normal:
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if (normalAudioClip == null) return;
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audioSource.Stop();
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audioSource.clip = normalAudioClip;
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break;
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case UISelectionState.Highlighted:
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if (highlightedAudioClip == null) return;
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audioSource.Stop();
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audioSource.clip = highlightedAudioClip;
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break;
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case UISelectionState.Pressed:
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if (pressedAudioClip == null) return;
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audioSource.Stop();
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audioSource.clip = pressedAudioClip;
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break;
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case UISelectionState.Selected:
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if (selectedAudioClip == null) return;
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audioSource.Stop();
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audioSource.clip = selectedAudioClip;
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break;
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case UISelectionState.Disabled:
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if (disabledAudioClip == null) return;
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audioSource.Stop();
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audioSource.clip = disabledAudioClip;
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break;
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default:
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return;
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}
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if (audioSource.clip == null) return;
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audioSource.Play();
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}
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public override void UpdateSettings() {} //ignored
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public override void ResetToStartValues(bool forced = false) {} //ignored
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public override List<Heartbeat> SetHeartbeat<T>() { return null; } //ignored
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}
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}
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