HeavenStudioPlus/Assets/Scripts/Common/SoundSequence.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
namespace HeavenStudio.Util
{
/// <summary>
/// MultiSound that is serializable in the inspector, etc.
/// </summary>
[Serializable]
public class SoundSequence
{
[Tooltip("Should sequence use game specific-sounds?")]
[SerializeField] bool game;
[Tooltip("Should sequence force playback even if corresponding game is not loaded?")]
[SerializeField] bool force;
[Tooltip("Clips to play in the sequence")]
[SerializeField] private List<SequenceClip> clips = new List<SequenceClip>();
public SoundSequence(bool game, bool force, params SequenceClip[] clips)
{
this.game = game;
this.force = force;
this.clips = new List<SequenceClip>(clips);
}
public MultiSound Play(float startBeat, params SequenceParams[] args)
{
List<MultiSound.Sound> sounds = new List<MultiSound.Sound>();
Dictionary<string, string> paramMaps = new Dictionary<string, string>();
foreach (SequenceClip clipdat in clips)
{
string clip = clipdat.clip;
float beat = clipdat.beat;
float pitch = clipdat.pitch;
float volume = clipdat.volume;
bool looping = clipdat.looping;
float offset = clipdat.offset;
if (args != null && clipdat.parameters != null && clipdat.parameters.Length > 0)
{
paramMaps.Clear();
// map param names to overrides
foreach (SequenceParams prm in clipdat.parameters)
{
if (!paramMaps.ContainsKey(prm.name))
paramMaps.Add(prm.name, prm.map);
}
// apply overrides
foreach (SequenceParams prm in args)
{
if (paramMaps.ContainsKey(prm.name))
{
string map = paramMaps[prm.name];
switch (map)
{
case "beat":
beat = prm.value;
break;
case "pitch":
pitch = prm.value;
break;
case "volume":
volume = prm.value;
break;
case "offset":
offset = prm.value;
break;
default:
break;
}
}
}
}
sounds.Add(new MultiSound.Sound(clip, startBeat + beat, pitch, volume, looping, offset));
}
return MultiSound.Play(sounds.ToArray(), game, force);
}
[Serializable]
public struct SequenceClip
{
[Tooltip("Filename of clip to use (will look in assetbundles before resources)")]
public string clip;
[Tooltip("Beat to play clip at relative to start of sequence")]
public float beat;
[Tooltip("Pitch to play clip at")]
[DefaultValue(1f)]
public float pitch;
[Tooltip("Volume to play clip at")]
[DefaultValue(1f)]
public float volume;
[Tooltip("Whether to loop the clip")]
public bool looping;
[Tooltip("Offset to start playing clip")]
public float offset;
[Tooltip("Set of possible value overrides for clip data")]
public SequenceParams[] parameters;
}
[Serializable]
public struct SequenceKeyValue
{
[Tooltip("Name of sequence (game scripts will call sequences to play using this name")]
public string name;
[Tooltip("Sequence to play")]
public SoundSequence sequence;
}
[Serializable]
public struct SequenceParams
{
//SequenceParams used in minigame code
public SequenceParams(string name, float value)
{
this.map = "";
this.name = name;
this.value = value;
}
[Tooltip("Inspector use only; Sequence Clip value to override")]
public string map;
[Tooltip("Name of parameter")]
public string name;
[NonSerialized]
public float value;
}
}
}