OldBlueWater/BlueWater/Assets/Doozy/Runtime/UIManager/Audio/UISelectableAudio.cs

105 lines
4.3 KiB
C#

// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
using System.Collections.Generic;
using Doozy.Runtime.Common.Utils;
using Doozy.Runtime.Reactor.Ticker;
using UnityEngine;
// ReSharper disable MemberCanBePrivate.Global
namespace Doozy.Runtime.UIManager.Audio
{
/// <summary>
/// Specialized audio component used to play a set AudioClip by listening to a UISelectable (controller) selection state changes.
/// </summary>
[AddComponentMenu("Doozy/UI/Components/Addons/UISelectable Audio")]
public class UISelectableAudio : BaseUISelectableAudio
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("GameObject/Doozy/UI/Components/Addons/UISelectable Audio", false, 8)]
private static void CreateComponent(UnityEditor.MenuCommand menuCommand)
{
GameObjectUtils.AddToScene<UISelectableAudio>("UISelectable Audio", false, true);
}
#endif
[SerializeField] private AudioSource AudioSource;
/// <summary> Reference to a target Audio source </summary>
public AudioSource audioSource => AudioSource;
/// <summary> Check if a AudioSource is referenced or not </summary>
public bool hasAudioSource => AudioSource != null;
[SerializeField] private AudioClip NormalAudioClip;
/// <summary> AudioClip for the Selectable Normal state </summary>
public AudioClip normalAudioClip => NormalAudioClip;
[SerializeField] private AudioClip HighlightedAudioClip;
/// <summary> AudioClip for the Selectable Highlighted state </summary>
public AudioClip highlightedAudioClip => HighlightedAudioClip;
[SerializeField] private AudioClip PressedAudioClip;
/// <summary> AudioClip for the Selectable Pressed state </summary>
public AudioClip pressedAudioClip => PressedAudioClip;
[SerializeField] private AudioClip SelectedAudioClip;
/// <summary> AudioClip for the Selectable Selected state </summary>
public AudioClip selectedAudioClip => SelectedAudioClip;
[SerializeField] private AudioClip DisabledAudioClip;
/// <summary> AudioClip for the Selectable Disabled state </summary>
public AudioClip disabledAudioClip => DisabledAudioClip;
public override void StopAllReactions()
{
if (!hasAudioSource) return;
audioSource.Stop();
}
public override void Play(UISelectionState state)
{
if (!hasAudioSource)
return;
switch (state)
{
case UISelectionState.Normal:
if (normalAudioClip == null) return;
audioSource.Stop();
audioSource.clip = normalAudioClip;
break;
case UISelectionState.Highlighted:
if (highlightedAudioClip == null) return;
audioSource.Stop();
audioSource.clip = highlightedAudioClip;
break;
case UISelectionState.Pressed:
if (pressedAudioClip == null) return;
audioSource.Stop();
audioSource.clip = pressedAudioClip;
break;
case UISelectionState.Selected:
if (selectedAudioClip == null) return;
audioSource.Stop();
audioSource.clip = selectedAudioClip;
break;
case UISelectionState.Disabled:
if (disabledAudioClip == null) return;
audioSource.Stop();
audioSource.clip = disabledAudioClip;
break;
default:
return;
}
if (audioSource.clip == null) return;
audioSource.Play();
}
public override void UpdateSettings() {} //ignored
public override void ResetToStartValues(bool forced = false) {} //ignored
public override List<Heartbeat> SetHeartbeat<T>() { return null; } //ignored
}
}