114 lines
2.9 KiB
C#
114 lines
2.9 KiB
C#
using UnityEngine;
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using System.Collections;
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/*
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-----------------------
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AmbienceEmitter()
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-----------------------
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*/
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public class AmbienceEmitter : MonoBehaviour {
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public SoundFXRef[] ambientSounds = new SoundFXRef[0];
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public bool autoActivate = true;
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[Tooltip("Automatically play the sound randomly again when checked. Should be OFF for looping sounds")]
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public bool autoRetrigger = true;
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[MinMax( 2.0f, 4.0f, 0.1f, 10.0f )]
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public Vector2 randomRetriggerDelaySecs = new Vector2( 2.0f, 4.0f );
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[Tooltip( "If defined, the sounds will randomly play from these transform positions, otherwise the sound will play from this transform" )]
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public Transform[] playPositions = new Transform[0];
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private bool activated = false;
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private int playingIdx = -1;
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private float nextPlayTime = 0.0f;
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private float fadeTime = 0.25f;
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private int lastPosIdx = -1;
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/*
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-----------------------
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Awake()
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-----------------------
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*/
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void Awake() {
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if ( autoActivate ) {
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activated = true;
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nextPlayTime = Time.time + Random.Range( randomRetriggerDelaySecs.x, randomRetriggerDelaySecs.y );
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}
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// verify all the play positions are valid
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foreach ( Transform t in playPositions ) {
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if ( t == null ) {
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Debug.LogWarning( "[AmbienceEmitter] Invalid play positions in " + name );
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playPositions = new Transform[0];
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break;
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}
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}
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}
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/*
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-----------------------
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Update()
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-----------------------
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*/
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void Update() {
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if ( activated ) {
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if ( ( playingIdx == -1 ) || autoRetrigger ) {
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if ( Time.time >= nextPlayTime ) {
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Play();
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if ( !autoRetrigger ) {
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activated = false;
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}
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}
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}
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}
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}
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/*
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-----------------------
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OnTriggerEnter()
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-----------------------
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*/
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public void OnTriggerEnter( Collider col ) {
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activated = !activated;
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}
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/*
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-----------------------
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Play()
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-----------------------
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*/
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public void Play() {
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Transform transformToPlayFrom = transform;
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if ( playPositions.Length > 0 ) {
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int idx = Random.Range( 0, playPositions.Length );
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while ( ( playPositions.Length > 1 ) && ( idx == lastPosIdx ) ) {
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idx = Random.Range( 0, playPositions.Length );
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}
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transformToPlayFrom = playPositions[idx];
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lastPosIdx = idx;
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}
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playingIdx = ambientSounds[Random.Range(0, ambientSounds.Length)].PlaySoundAt( transformToPlayFrom.position );
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if ( playingIdx != -1 ) {
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AudioManager.FadeInSound( playingIdx, fadeTime );
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nextPlayTime = Time.time + Random.Range( randomRetriggerDelaySecs.x, randomRetriggerDelaySecs.y );
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}
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}
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/*
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-----------------------
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EnableEmitter()
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-----------------------
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*/
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public void EnableEmitter( bool enable ) {
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activated = enable;
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if ( enable ) {
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Play();
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} else {
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if ( playingIdx != -1 ) {
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AudioManager.FadeOutSound( playingIdx, fadeTime );
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}
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}
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}
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}
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