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60 lines
2.0 KiB
C#
60 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 trigger save, load, and reset on MMSoundManager settings. 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 Save and Load")]
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[FeedbackHelp("This feedback will let you trigger save, load, and reset on MMSoundManager settings. You will need a MMSoundManager in your scene for this to work.")]
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public class MMFeedbackMMSoundManagerSaveLoad : 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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/// the possible modes you can use to interact with save settings
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public enum Modes { Save, Load, Reset }
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[Header("MMSoundManager Save and Load")]
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/// the selected mode to interact with save settings on the MMSoundManager
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[Tooltip("the selected mode to interact with save settings on the MMSoundManager")]
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public Modes Mode = Modes.Save;
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/// <summary>
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/// On Play, saves, loads or resets settings
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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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switch (Mode)
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{
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case Modes.Save:
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MMSoundManagerEvent.Trigger(MMSoundManagerEventTypes.SaveSettings);
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break;
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case Modes.Load:
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MMSoundManagerEvent.Trigger(MMSoundManagerEventTypes.LoadSettings);
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break;
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case Modes.Reset:
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MMSoundManagerEvent.Trigger(MMSoundManagerEventTypes.ResetSettings);
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break;
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}
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}
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}
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} |