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128 行
2.8 KiB
128 行
2.8 KiB
using DG.Tweening;
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using System;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Events;
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[RequireComponent(typeof(AudioSource))]
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public class SoundEmitter : MonoBehaviour
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{
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private AudioSource _audioSource;
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public event UnityAction<SoundEmitter> OnSoundFinishedPlaying;
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private void Awake()
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{
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_audioSource = this.GetComponent<AudioSource>();
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_audioSource.playOnAwake = false;
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}
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/// <summary>
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/// Instructs the AudioSource to play a single clip, with optional looping, in a position in 3D space.
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/// </summary>
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/// <param name="clip"></param>
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/// <param name="settings"></param>
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/// <param name="hasToLoop"></param>
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/// <param name="position"></param>
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public void PlayAudioClip(AudioClip clip, AudioConfigurationSO settings, bool hasToLoop, Vector3 position = default)
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{
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_audioSource.clip = clip;
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settings.ApplyTo(_audioSource);
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_audioSource.transform.position = position;
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_audioSource.loop = hasToLoop;
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_audioSource.time = 0f; //Reset in case this AudioSource is being reused for a short SFX after being used for a long music track
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_audioSource.Play();
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if (!hasToLoop)
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{
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StartCoroutine(FinishedPlaying(clip.length));
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}
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}
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public void FadeMusicIn(AudioClip musicClip, AudioConfigurationSO settings, float duration, float startTime = 0f)
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{
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PlayAudioClip(musicClip, settings, true);
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_audioSource.volume = 0f;
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//Start the clip at the same time the previous one left, if length allows
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//TODO: find a better way to sync fading songs
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if(startTime <= _audioSource.clip.length)
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_audioSource.time = startTime;
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_audioSource.DOFade(1f, duration);
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}
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public float FadeMusicOut(float duration)
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{
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_audioSource.DOFade(0f, duration).onComplete += OnFadeOutComplete;
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return _audioSource.time;
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}
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private void OnFadeOutComplete()
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{
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NotifyBeingDone();
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}
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/// <summary>
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/// Used to check which music track is being played.
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/// </summary>
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public AudioClip GetClip()
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{
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return _audioSource.clip;
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}
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/// <summary>
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/// Used when the game is unpaused, to pick up SFX from where they left.
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/// </summary>
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public void Resume()
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{
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_audioSource.Play();
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}
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/// <summary>
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/// Used when the game is paused.
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/// </summary>
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public void Pause()
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{
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_audioSource.Pause();
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}
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public void Stop()
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{
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_audioSource.Stop();
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}
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public void Finish()
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{
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if (_audioSource.loop)
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{
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_audioSource.loop = false;
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float timeRemaining = _audioSource.clip.length - _audioSource.time;
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StartCoroutine(FinishedPlaying(timeRemaining));
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}
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}
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public bool IsPlaying()
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{
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return _audioSource.isPlaying;
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}
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public bool IsLooping()
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{
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return _audioSource.loop;
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}
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IEnumerator FinishedPlaying(float clipLength)
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{
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yield return new WaitForSeconds(clipLength);
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NotifyBeingDone();
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}
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private void NotifyBeingDone()
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{
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OnSoundFinishedPlaying.Invoke(this); // The AudioManager will pick this up
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}
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}
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