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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/MMF_MMSoundManagerSoundCont...

51 lines
2.1 KiB
C#

2 months ago
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using MoreMountains.Tools;
using UnityEngine.Audio;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you control a specific sound (or sounds), targeted by SoundID, which has to match the SoundID of the sound you intially played. You will need a MMSoundManager in your scene for this to work.
/// </summary>
[AddComponentMenu("")]
[FeedbackPath("Audio/MMSoundManager Sound Control")]
[FeedbackHelp("This feedback will let you control a specific sound (or sounds), targeted by SoundID, which has to match the SoundID of the sound you intially played. You will need a MMSoundManager in your scene for this to work.")]
public class MMF_MMSoundManagerSoundControl : MMF_Feedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.SoundsColor; } }
public override string RequiredTargetText { get { return ControlMode.ToString(); } }
#endif
[MMFInspectorGroup("MMSoundManager Sound Control", true, 30)]
/// the action to trigger on the specified sound
[Tooltip("the action to trigger on the specified sound")]
public MMSoundManagerSoundControlEventTypes ControlMode = MMSoundManagerSoundControlEventTypes.Pause;
/// the ID of the sound, has to match the one you specified when playing it
[Tooltip("the ID of the sound, has to match the one you specified when playing it")]
public int SoundID = 0;
protected AudioSource _targetAudioSource;
/// <summary>
/// On play, triggers an event meant to be caught by the MMSoundManager and acted upon
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
MMSoundManagerSoundControlEvent.Trigger(ControlMode, SoundID);
}
}
}