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74 lines
2.9 KiB
C#
74 lines
2.9 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 lets you trigger fades on a specific sound via the MMSoundManager. 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 Fade")]
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[FeedbackHelp("This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work.")]
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public class MMF_MMSoundManagerSoundFade : MMF_Feedback
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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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public override string RequiredTargetText { get { return "ID "+SoundID; } }
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#endif
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[MMFInspectorGroup("MMSoundManager Sound Fade", true, 30)]
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/// the ID of the sound you want to fade. Has to match the ID you specified when playing the sound initially
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[Tooltip("the ID of the sound you want to fade. Has to match the ID you specified when playing the sound initially")]
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public int SoundID = 0;
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/// the duration of the fade, in seconds
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[Tooltip("the duration of the fade, in seconds")]
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public float FadeDuration = 1f;
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/// the volume towards which to fade
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[Tooltip("the volume towards which to fade")]
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[Range(MMSoundManagerSettings._minimalVolume,MMSoundManagerSettings._maxVolume)]
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public float FinalVolume = MMSoundManagerSettings._minimalVolume;
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/// the tween to apply over the fade
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[Tooltip("the tween to apply over the fade")]
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public MMTweenType FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutQuartic);
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protected AudioSource _targetAudioSource;
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/// <summary>
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/// On play, we start our fade via a fade event
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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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MMSoundManagerSoundFadeEvent.Trigger(MMSoundManagerSoundFadeEvent.Modes.PlayFade, SoundID, FadeDuration, FinalVolume, FadeTween);
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}
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/// <summary>
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/// On stop, we stop our fade via a fade event
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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 CustomStopFeedback(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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MMSoundManagerSoundFadeEvent.Trigger(MMSoundManagerSoundFadeEvent.Modes.StopFade, SoundID, FadeDuration, FinalVolume, FadeTween);
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}
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}
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} |