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158 lines
5.5 KiB
C#

1 week ago
using System;
using UnityEngine;
using UnityEngine.Assertions;
namespace Unity.BossRoom.Gameplay.GameplayObjects.AnimationCallbacks
{
/// <summary>
/// Plays one of a few sound effects, on a loop, based on a variable in an Animator.
/// We use this to play footstep sounds.
/// </summary>
///
/// <remarks>
/// For this project we're using a few looped footstep sounds, choosing between them
/// based on the animated speed. This method has good performance versus a more complicated
/// approach, but it does have a flaw: it becomes inaccurate when the character's speed is slowed.
/// e.g. if a slowness debuff makes you move at 75% speed, the footsteps will be slightly off because
/// we only have sound-loops for 50% and 100%. That's not a big deal in this particular game, though.
/// In the rare situations where animated speed is faster than 100% (due to speed buffs etc.), we
/// currently just don't play any footsteps at all.
/// </remarks>
public class AnimatorFootstepSounds : MonoBehaviour
{
[SerializeField]
[Tooltip("The Animator we'll track")]
private Animator m_Animator;
[SerializeField]
[Tooltip("A Float parameter on the Animator, with values between 0 (stationary) and 1 (full movement).")]
private string m_AnimatorVariable;
[SerializeField]
[HideInInspector] // this is maintained via OnValidate() in the editor
private int m_AnimatorVariableHash;
[SerializeField]
[Tooltip("The AudioSource we'll use for looped footstep sounds.")]
private AudioSource m_AudioSource;
[SerializeField]
[Tooltip("Loopable audio of the character's footsteps moving at walking speed")]
private AudioClip m_WalkFootstepAudioClip;
[SerializeField]
[Tooltip("Relative volume to play the clip at")]
private float m_WalkFootstepVolume = 1;
[SerializeField]
[Tooltip("Loopable audio of the character's footsteps moving at running speed")]
private AudioClip m_RunFootstepAudioClip;
[SerializeField]
[Tooltip("Relative volume to play the clip at")]
private float m_RunFootstepVolume = 1;
[SerializeField]
[Tooltip("If the speed variable is this or below, we're moving too slowly for footsteps (no sounds played)")]
private float m_TooSlowThreshold = 0.3f;
[SerializeField]
[Tooltip("If the speed variable is between TooSlowThreshold and this, we're walking")]
private float m_WalkSpeedThreshold = 0.6f;
[SerializeField]
[Tooltip("If the speed variable is between WalkSpeedThreshold and this, we're running. (Higher than this means no sound)")]
private float m_RunSpeedThreshold = 1.2f;
float m_LastSpeed;
void Awake()
{
if (!m_Animator)
{
m_Animator = GetComponentInParent<Animator>();
}
}
private void Update()
{
if (!m_Animator)
{
// we can't actually run since we don't have the stuff we need. So just stop updating
enabled = false;
return;
}
var speed = m_Animator.GetFloat(m_AnimatorVariableHash);
if (Mathf.Approximately(speed, m_LastSpeed))
{
return;
}
// choose which sound effect to use based on how fast we're walking
AudioClip clipToUse = null;
float volume = 0;
if (speed <= m_TooSlowThreshold)
{
// we could have a "VERY slow walk" sound... but we don't, so just play nothing
}
else if (speed <= m_WalkSpeedThreshold)
{
clipToUse = m_WalkFootstepAudioClip;
volume = m_WalkFootstepVolume;
}
else if (speed <= m_RunSpeedThreshold)
{
clipToUse = m_RunFootstepAudioClip;
volume = m_RunFootstepVolume;
}
else
{
// we're animating the character's legs faster than either of our clips can support.
// We could play a faster clip here... but we don't have one, so just play nothing
}
// now actually configure and play the appropriate sound
if (clipToUse == null)
{
m_AudioSource.Stop();
m_AudioSource.clip = null;
}
else if (m_AudioSource.clip != clipToUse)
{
m_AudioSource.clip = clipToUse;
m_AudioSource.volume = volume;
m_AudioSource.loop = true;
m_AudioSource.Play();
}
m_LastSpeed = speed;
}
#if UNITY_EDITOR
/// <summary>
/// Precomputes the hashed value for the animator-variable we care about.
/// (This way we don't have to call Animator.StringToHash() at runtime.)
/// Also auto-initializes variables when possible.
/// </summary>
private void OnValidate()
{
m_AnimatorVariableHash = Animator.StringToHash(m_AnimatorVariable);
Assert.IsTrue(m_AnimatorVariableHash != 0);
if (m_AudioSource == null)
{
m_AudioSource = GetComponent<AudioSource>();
}
Assert.IsNotNull(m_AudioSource);
Assert.IsNotNull(m_WalkFootstepAudioClip);
Assert.IsNotNull(m_RunFootstepAudioClip);
}
#endif
}
}