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88 行
2.3 KiB
88 行
2.3 KiB
using System;
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using UnityEngine;
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/// <summary>
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/// A collection of audio clips that are played in parallel, and support randomisation.
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/// </summary>
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[CreateAssetMenu(fileName = "newAudioCue", menuName = "Audio/Audio Cue")]
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public class AudioCueSO : ScriptableObject
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{
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public bool looping = false;
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[SerializeField] private AudioClipsGroup[] _audioClipGroups = default;
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public AudioClip[] GetClips()
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{
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int numberOfClips = _audioClipGroups.Length;
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AudioClip[] resultingClips = new AudioClip[numberOfClips];
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for (int i = 0; i < numberOfClips; i++)
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{
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resultingClips[i] = _audioClipGroups[i].GetNextClip();
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}
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return resultingClips;
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}
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}
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/// <summary>
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/// Represents a group of AudioClips that can be treated as one, and provides automatic randomisation or sequencing based on the <c>SequenceMode</c> value.
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/// </summary>
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[Serializable]
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public class AudioClipsGroup
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{
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public SequenceMode sequenceMode = SequenceMode.RandomNoImmediateRepeat;
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public AudioClip[] audioClips;
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private int _nextClipToPlay = -1;
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private int _lastClipPlayed = -1;
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/// <summary>
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/// Chooses the next clip in the sequence, either following the order or randomly.
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/// </summary>
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/// <returns>A reference to an AudioClip</returns>
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public AudioClip GetNextClip()
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{
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// Fast out if there is only one clip to play
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if (audioClips.Length == 1)
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return audioClips[0];
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if (_nextClipToPlay == -1)
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{
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// Index needs to be initialised: 0 if Sequential, random if otherwise
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_nextClipToPlay = (sequenceMode == SequenceMode.Sequential) ? 0 : UnityEngine.Random.Range(0, audioClips.Length);
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}
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else
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{
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// Select next clip index based on the appropriate SequenceMode
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switch (sequenceMode)
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{
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case SequenceMode.Random:
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_nextClipToPlay = UnityEngine.Random.Range(0, audioClips.Length);
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break;
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case SequenceMode.RandomNoImmediateRepeat:
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do
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{
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_nextClipToPlay = UnityEngine.Random.Range(0, audioClips.Length);
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} while (_nextClipToPlay == _lastClipPlayed);
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break;
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case SequenceMode.Sequential:
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_nextClipToPlay = (int)Mathf.Repeat(_nextClipToPlay++, audioClips.Length);
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break;
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}
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}
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_lastClipPlayed = _nextClipToPlay;
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return audioClips[_nextClipToPlay];
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}
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public enum SequenceMode
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{
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Random,
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RandomNoImmediateRepeat,
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Sequential,
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}
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}
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