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Music playing

/UI
Ciro Continisio 4 年前
当前提交
07f4bf25
共有 31 个文件被更改,包括 1358 次插入603 次删除
  1. 8
      UOP1_Project/Assets/Addons/DOTween/Resources/DOTweenSettings.asset
  2. 10
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  3. 24
      UOP1_Project/Assets/Prefabs/Props/Door.prefab
  4. 118
      UOP1_Project/Assets/Prefabs/TownStructures/VillageHouse_Big.prefab
  5. 95
      UOP1_Project/Assets/Prefabs/TownStructures/VillageHouse_Small.prefab
  6. 162
      UOP1_Project/Assets/Scenes/Locations/Beach.unity
  7. 97
      UOP1_Project/Assets/Scenes/Locations/Forest.unity
  8. 137
      UOP1_Project/Assets/Scenes/Locations/Glade.unity
  9. 4
      UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity
  10. 205
      UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
  11. 831
      UOP1_Project/Assets/Scenes/Whiteboxing/3. Town/Proposal_3/Town_Proposal_3.unity
  12. 11
      UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/Forest.asset
  13. 6
      UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/Glade.asset
  14. 6
      UOP1_Project/Assets/ScriptableObjects/SceneData/Locations/Town.asset
  15. 5
      UOP1_Project/Assets/ScriptableObjects/SceneData/WIP/TestingGround.asset
  16. 54
      UOP1_Project/Assets/Scripts/Audio/AudioManager.cs
  17. 45
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs
  18. 4
      UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterVault.cs
  19. 2
      UOP1_Project/Assets/Prefabs/Effects/SlashEffect.prefab
  20. 49
      UOP1_Project/Assets/Prefabs/Gameplay/MusicPlayer.prefab
  21. 7
      UOP1_Project/Assets/Prefabs/Gameplay/MusicPlayer.prefab.meta
  22. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music/Music_Forest.asset
  23. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music/Music_Forest.asset.meta
  24. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music/Music_PauseMenu.asset
  25. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music/Music_PauseMenu.asset.meta
  26. 19
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music/Music_Town.asset
  27. 8
      UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music/Music_Town.asset.meta
  28. 0
      /UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterVault.cs.meta
  29. 0
      /UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterVault.cs
  30. 0
      /UOP1_Project/Assets/Prefabs/Effects/SlashEffect.prefab
  31. 0
      /UOP1_Project/Assets/Prefabs/Effects/SlashEffect.prefab.meta

8
UOP1_Project/Assets/Addons/DOTween/Resources/DOTweenSettings.asset


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UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab


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UOP1_Project/Assets/Prefabs/Props/Door.prefab


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UOP1_Project/Assets/Scenes/Locations/Glade.unity
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查看文件

4
UOP1_Project/Assets/Scenes/Managers/PersistentManagers.unity


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205
UOP1_Project/Assets/Scenes/WIP/TestingGround.unity
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UOP1_Project/Assets/Scenes/Whiteboxing/3. Town/Proposal_3/Town_Proposal_3.unity
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查看文件

11
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54
UOP1_Project/Assets/Scripts/Audio/AudioManager.cs


[Range(0f, 1f)]
[SerializeField] private float _sfxVolume = 1f;
private SoundEmitterList _soundEmitterList;
private SoundEmitterVault _soundEmitterVault;
private SoundEmitter _musicSoundEmitter;
_soundEmitterList = new SoundEmitterList();
_soundEmitterVault = new SoundEmitterVault();
_pool.Prewarm(_initialSize);
_pool.SetParent(this.transform);

_SFXEventChannel.OnAudioCueFinishRequested += FinishAudioCue;
_musicEventChannel.OnAudioCuePlayRequested += PlayMusicTrack;
_musicEventChannel.OnAudioCueStopRequested += StopMusic;
}
private void OnDestroy()

private AudioCueKey PlayMusicTrack(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace)
{
AudioCueKey currentMusicTrack = default;
_soundEmitterList.Get(currentMusicTrack, out SoundEmitter[] sem);
sem[0].Stop();
float fadeDuration = 2f;
float startTime = 0f;
if(_musicSoundEmitter != null && _musicSoundEmitter.IsPlaying())
{
AudioClip songToPlay = audioCue.GetClips()[0];
if (_musicSoundEmitter.GetClip() == songToPlay)
return AudioCueKey.Invalid;
//Music is already playing, need to fade it out
startTime = _musicSoundEmitter.FadeMusicOut(fadeDuration);
}
_musicSoundEmitter = _pool.Request();
_musicSoundEmitter.FadeMusicIn(audioCue.GetClips()[0], audioConfiguration, 1f, startTime);
return PlayAudioCue(audioCue, audioConfiguration, positionInSpace);
return AudioCueKey.Invalid; //No need to return a valid key for music
}
private bool StopMusic(AudioCueKey key)
{
if (_musicSoundEmitter != null && _musicSoundEmitter.IsPlaying())
{
_musicSoundEmitter.Stop();
return true;
}
else
return false;
}
/// <summary>

}
}
return _soundEmitterList.Add(audioCue, soundEmitterArray);
return _soundEmitterVault.Add(audioCue, soundEmitterArray);
public bool FinishAudioCue(AudioCueKey emitterKey)
public bool FinishAudioCue(AudioCueKey audioCueKey)
bool isFound = _soundEmitterList.Get(emitterKey, out SoundEmitter[] soundEmitters);
bool isFound = _soundEmitterVault.Get(audioCueKey, out SoundEmitter[] soundEmitters);
if (isFound)
{

return isFound;
}
public bool StopAudioCue(AudioCueKey emitterKey)
public bool StopAudioCue(AudioCueKey audioCueKey)
bool isFound = _soundEmitterList.Get(emitterKey, out SoundEmitter[] soundEmitters);
bool isFound = _soundEmitterVault.Get(audioCueKey, out SoundEmitter[] soundEmitters);
if (isFound)
{

}
_soundEmitterList.Remove(emitterKey);
_soundEmitterVault.Remove(audioCueKey);
}
return isFound;

soundEmitter.Stop();
_pool.Return(soundEmitter);
}
//TODO: Add methods to play and cross-fade music, or to play individual sounds?
//TODO: is the above enough?
//_soundEmitterVault.Remove(audioCueKey); is never called if StopAndClean is called after a Finish event
//How is the key removed from the vault?
}
}

45
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitter.cs


using System.Collections;
using DG.Tweening;
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Events;

}
}
public void FadeMusicIn(AudioClip musicClip, AudioConfigurationSO settings, float duration, float startTime = 0f)
{
PlayAudioClip(musicClip, settings, true);
_audioSource.volume = 0f;
//Start the clip at the same time the previous one left, if length allows
//TODO: find a better way to sync fading songs
if(startTime <= _audioSource.clip.length)
_audioSource.time = startTime;
_audioSource.DOFade(1f, duration);
}
public float FadeMusicOut(float duration)
{
_audioSource.DOFade(0f, duration).onComplete += OnFadeOutComplete;
return _audioSource.time;
}
private void OnFadeOutComplete()
{
NotifyBeingDone();
}
/// <summary>
/// Used to check which music track is being played.
/// </summary>
public AudioClip GetClip()
{
return _audioSource.clip;
}
/// <summary>
/// Used when the game is unpaused, to pick up SFX from where they left.
/// </summary>

}
}
public bool IsInUse()
public bool IsPlaying()
{
return _audioSource.isPlaying;
}

{
yield return new WaitForSeconds(clipLength);
NotifyBeingDone();
}
private void NotifyBeingDone()
{
OnSoundFinishedPlaying.Invoke(this); // The AudioManager will pick this up
}
}

4
UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterVault.cs


using System.Collections.Generic;
public class SoundEmitterList
public class SoundEmitterVault
public SoundEmitterList()
public SoundEmitterVault()
{
_emittersKey = new List<AudioCueKey>();
_emittersList = new List<SoundEmitter[]>();

2
UOP1_Project/Assets/Prefabs/Effects/SlashEffect.prefab


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49
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UOP1_Project/Assets/ScriptableObjects/Audio/AudioCues/Music/Music_Town.asset.meta


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/UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterList.cs.meta → /UOP1_Project/Assets/Scripts/Audio/SoundEmitters/SoundEmitterVault.cs.meta

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