HeavenStudioPlus/Assets/Scripts/Util/MultiSound.cs
Slaith 531053cdd3 Implemented inactive functions for all game count ins
Also made some changes to how SwitchGame(), OnGameSwitch, and the jukebox work.
2022-03-07 20:46:49 -08:00

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2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace RhythmHeavenMania.Util
{
public class MultiSound : MonoBehaviour
{
private float startBeat;
private int index;
private bool game;
private bool forcePlay;
public List<Sound> sounds = new List<Sound>();
public class Sound
{
public string name { get; set; }
public float beat { get; set; }
public Sound(string name, float beat)
{
this.name = name;
this.beat = beat;
}
}
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
{
List<Sound> sounds = snds.ToList();
GameObject gameObj = new GameObject();
MultiSound ms = gameObj.AddComponent<MultiSound>();
ms.sounds = sounds;
ms.startBeat = sounds[0].beat;
ms.game = game;
ms.forcePlay = forcePlay;
gameObj.name = "MultiSound";
GameManager.instance.SoundObjects.Add(gameObj);
return ms;
}
private void Update()
{
float songPositionInBeats = Conductor.instance.songPositionInBeats;
for (int i = 0; i < sounds.Count; i++)
{
if (songPositionInBeats >= sounds[i].beat && index == i)
{
if (game)
Jukebox.PlayOneShotGame(sounds[i].name, forcePlay:forcePlay);
else
Jukebox.PlayOneShot(sounds[i].name);
index++;
}
}
if (songPositionInBeats >= (sounds[sounds.Count - 1].beat))
{
Delete();
}
}
public void Delete()
{
GameManager.instance.SoundObjects.Remove(gameObject);
Destroy(gameObject);
}
}
}