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71 lines
1.9 KiB
C#
71 lines
1.9 KiB
C#
2 weeks ago
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using UnityEngine;
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namespace Unity.BossRoom.Audio
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{
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/// <summary>
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/// Music player that handles start of boss battle, victory and restart
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/// </summary>
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[RequireComponent(typeof(AudioSource))]
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public class ClientMusicPlayer : MonoBehaviour
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{
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[SerializeField]
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private AudioClip m_ThemeMusic;
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[SerializeField]
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private AudioClip m_BossMusic;
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[SerializeField]
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private AudioClip m_VictoryMusic;
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[SerializeField]
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private AudioSource m_source;
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/// <summary>
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/// static accessor for ClientMusicPlayer
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/// </summary>
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public static ClientMusicPlayer Instance { get; private set; }
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public void PlayThemeMusic(bool restart)
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{
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PlayTrack(m_ThemeMusic, true, restart);
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}
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public void PlayBossMusic()
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{
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// this can be caled multiple times - play with restart = false
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PlayTrack(m_BossMusic, true, false);
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}
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public void PlayVictoryMusic()
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{
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PlayTrack(m_VictoryMusic, false, false);
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}
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private void PlayTrack(AudioClip clip, bool looping, bool restart)
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{
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if (m_source.isPlaying)
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{
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// if we dont want to restart the clip, do nothing if it is playing
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if (!restart && m_source.clip == clip) { return; }
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m_source.Stop();
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}
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m_source.clip = clip;
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m_source.loop = looping;
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m_source.time = 0;
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m_source.Play();
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}
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private void Awake()
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{
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m_source = GetComponent<AudioSource>();
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if (Instance != null)
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{
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throw new System.Exception("Multiple ClientMuscPlayers!");
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}
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DontDestroyOnLoad(gameObject);
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Instance = this;
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}
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}
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}
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