using System.Collections; using System.Collections.Generic; using UnityEngine; namespace LobbyRelaySample.UI { public class LobbyUserVolumeUI : MonoBehaviour { [SerializeField] private UIPanelBase m_volumeSliderContainer; [SerializeField] private UIPanelBase m_muteButtonContainer; [SerializeField] [Tooltip("This is shown for other players, to mute them.")] private GameObject m_muteIcon; [SerializeField] [Tooltip("This is shown for the local player, to make it clearer that they are muting themselves.")] private GameObject m_micIcon; public bool IsLocalPlayer { private get; set; } public void EnableVoice() { if (IsLocalPlayer) { m_volumeSliderContainer.Hide(0); m_muteButtonContainer.Show(); m_muteIcon.SetActive(false); m_micIcon.SetActive(true); } else { m_volumeSliderContainer.Show(); m_muteButtonContainer.Show(); m_muteIcon.SetActive(true); m_micIcon.SetActive(false); } } public void DisableVoice() { m_volumeSliderContainer.Hide(0.4f); m_muteButtonContainer.Hide(0.4f); m_muteIcon.SetActive(true); m_micIcon.SetActive(false); } /* TODO : If we can hook in the volume from a user, we can plug it in here. /// /// Controls the visibility of the volume rings to show activity levels of the voice channel on this user. /// /// public void OnSoundDetected(float normalizedVolume) { m_voiceRings.alpha = normalizedVolume; } */ } }