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69 行
1.8 KiB
69 行
1.8 KiB
using System.Collections;
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using UnityEngine;
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/// <summary>
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/// Simple implementation of a MonoBehaviour that is able to request a sound being played by the <c>AudioManager</c>.
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/// It fires an event on an <c>AudioCueEventSO</c> which acts as a channel, that the <c>AudioManager</c> will pick up and play.
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/// </summary>
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public class AudioCue : MonoBehaviour
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{
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[Header("Sound definition")]
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[SerializeField] private AudioCueSO _audioCue = default;
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[SerializeField] private bool _playOnStart = false;
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[Header("Configuration")]
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[SerializeField] private AudioCueEventChannelSO _audioCueEventChannel = default;
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[SerializeField] private AudioConfigurationSO _audioConfiguration = default;
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private AudioCueKey controlKey = AudioCueKey.Invalid;
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private void Start()
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{
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if (_playOnStart)
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StartCoroutine(PlayDelayed());
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}
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private void OnDisable()
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{
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_playOnStart = false;
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StopAudioCue();
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}
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private IEnumerator PlayDelayed()
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{
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//The wait allows the AudioManager to be ready for play requests
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yield return new WaitForSeconds(1f);
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//This additional check prevents the AudioCue from playing if the object is disabled or the scene unloaded
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//This prevents playing a looping AudioCue which then would be never stopped
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if (_playOnStart)
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PlayAudioCue();
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}
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public void PlayAudioCue()
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{
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controlKey = _audioCueEventChannel.RaisePlayEvent(_audioCue, _audioConfiguration, transform.position);
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}
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public void StopAudioCue()
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{
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if (controlKey != AudioCueKey.Invalid)
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{
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if (!_audioCueEventChannel.RaiseStopEvent(controlKey))
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{
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controlKey = AudioCueKey.Invalid;
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}
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}
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}
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public void FinishAudioCue()
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{
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if (controlKey != AudioCueKey.Invalid)
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{
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if (!_audioCueEventChannel.RaiseFinishEvent(controlKey))
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{
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controlKey = AudioCueKey.Invalid;
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}
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}
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}
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}
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