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50 lines
2.0 KiB
C#
50 lines
2.0 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Threading.Tasks;
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using MoreMountains.Tools;
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using UnityEngine.Audio;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// 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.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackPath("Audio/MMSoundManager Sound Control")]
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[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.")]
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public class MMFeedbackMMSoundManagerSoundControl : MMFeedback
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{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.SoundsColor; } }
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#endif
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[Header("MMSoundManager Sound Control")]
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/// the action to trigger on the specified sound
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[Tooltip("the action to trigger on the specified sound")]
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public MMSoundManagerSoundControlEventTypes ControlMode = MMSoundManagerSoundControlEventTypes.Pause;
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/// the ID of the sound, has to match the one you specified when playing it
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[Tooltip("the ID of the sound, has to match the one you specified when playing it")]
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public int SoundID = 0;
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protected AudioSource _targetAudioSource;
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/// <summary>
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/// On play, triggers an event meant to be caught by the MMSoundManager and acted upon
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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MMSoundManagerSoundControlEvent.Trigger(ControlMode, SoundID);
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}
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}
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} |