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70 行
2.3 KiB
70 行
2.3 KiB
using UnityEngine;
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/// <summary>
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/// Event on which <c>AudioCue</c> components send a message to play SFX and music. <c>AudioManager</c> listens on these events, and actually plays the sound.
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/// </summary>
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[CreateAssetMenu(menuName = "Events/AudioCue Event Channel")]
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public class AudioCueEventChannelSO : DescriptionBaseSO
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{
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public AudioCuePlayAction OnAudioCuePlayRequested;
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public AudioCueStopAction OnAudioCueStopRequested;
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public AudioCueFinishAction OnAudioCueFinishRequested;
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public AudioCueKey RaisePlayEvent(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace = default)
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{
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AudioCueKey audioCueKey = AudioCueKey.Invalid;
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if (OnAudioCuePlayRequested != null)
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{
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audioCueKey = OnAudioCuePlayRequested.Invoke(audioCue, audioConfiguration, positionInSpace);
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}
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else
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{
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Debug.LogWarning("An AudioCue play event was requested for " + audioCue.name +", but nobody picked it up. " +
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"Check why there is no AudioManager already loaded, " +
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"and make sure it's listening on this AudioCue Event channel.");
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}
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return audioCueKey;
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}
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public bool RaiseStopEvent(AudioCueKey audioCueKey)
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{
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bool requestSucceed = false;
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if (OnAudioCueStopRequested != null)
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{
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requestSucceed = OnAudioCueStopRequested.Invoke(audioCueKey);
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}
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else
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{
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Debug.LogWarning("An AudioCue stop event was requested, but nobody picked it up. " +
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"Check why there is no AudioManager already loaded, " +
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"and make sure it's listening on this AudioCue Event channel.");
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}
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return requestSucceed;
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}
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public bool RaiseFinishEvent(AudioCueKey audioCueKey)
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{
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bool requestSucceed = false;
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if (OnAudioCueStopRequested != null)
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{
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requestSucceed = OnAudioCueFinishRequested.Invoke(audioCueKey);
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}
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else
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{
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Debug.LogWarning("An AudioCue finish event was requested, but nobody picked it up. " +
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"Check why there is no AudioManager already loaded, " +
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"and make sure it's listening on this AudioCue Event channel.");
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}
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return requestSucceed;
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}
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}
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public delegate AudioCueKey AudioCuePlayAction(AudioCueSO audioCue, AudioConfigurationSO audioConfiguration, Vector3 positionInSpace);
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public delegate bool AudioCueStopAction(AudioCueKey emitterKey);
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public delegate bool AudioCueFinishAction(AudioCueKey emitterKey);
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