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

80 lines
3.5 KiB
C#

3 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 all sounds playing on a specific track (master, UI, music, sfx), and play, pause, mute, unmute, resume, stop, free them all at once. You will need a MMSoundManager in your scene for this to work.
/// </summary>
[AddComponentMenu("")]
[FeedbackPath("Audio/MMSoundManager Track Control")]
[FeedbackHelp("This feedback will let you control all sounds playing on a specific track (master, UI, music, sfx), and play, pause, mute, unmute, resume, stop, free them all at once. You will need a MMSoundManager in your scene for this to work.")]
public class MMF_MMSoundManagerTrackControl : 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 Track.ToString() + " " + ControlMode.ToString(); } }
#endif
/// the possible modes you can use to interact with the track. Free will stop all sounds and return them to the pool
public enum ControlModes { Mute, UnMute, SetVolume, Pause, Play, Stop, Free }
[MMFInspectorGroup("MMSoundManager Track Control", true, 30)]
/// the track to mute/unmute/pause/play/stop/free/etc
[Tooltip("the track to mute/unmute/pause/play/stop/free/etc")]
public MMSoundManager.MMSoundManagerTracks Track;
/// the selected control mode to interact with the track. Free will stop all sounds and return them to the pool
[Tooltip("the selected control mode to interact with the track. Free will stop all sounds and return them to the pool")]
public ControlModes ControlMode = ControlModes.Pause;
/// if setting the volume, the volume to assign to the track
[Tooltip("if setting the volume, the volume to assign to the track")]
[MMEnumCondition("ControlMode", (int) ControlModes.SetVolume)]
public float Volume = 0.5f;
/// <summary>
/// On play, orders the entire track to follow the specific command, via a MMSoundManager event
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
switch (ControlMode)
{
case ControlModes.Mute:
MMSoundManagerTrackEvent.Trigger(MMSoundManagerTrackEventTypes.MuteTrack, Track);
break;
case ControlModes.UnMute:
MMSoundManagerTrackEvent.Trigger(MMSoundManagerTrackEventTypes.UnmuteTrack, Track);
break;
case ControlModes.SetVolume:
MMSoundManagerTrackEvent.Trigger(MMSoundManagerTrackEventTypes.SetVolumeTrack, Track, Volume);
break;
case ControlModes.Pause:
MMSoundManagerTrackEvent.Trigger(MMSoundManagerTrackEventTypes.PauseTrack, Track);
break;
case ControlModes.Play:
MMSoundManagerTrackEvent.Trigger(MMSoundManagerTrackEventTypes.PlayTrack, Track);
break;
case ControlModes.Stop:
MMSoundManagerTrackEvent.Trigger(MMSoundManagerTrackEventTypes.StopTrack, Track);
break;
case ControlModes.Free:
MMSoundManagerTrackEvent.Trigger(MMSoundManagerTrackEventTypes.FreeTrack, Track);
break;
}
}
}
}