mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
4c4d0a7a7a
* add pause menu assets * layout and animation for pause * make play mode prefab function re-assign unused class inheritance * remove filepath * don't init medals twice * remove PlayerActionObject * initial attempt at anti-note lock TODO: circumvent inputs clearing themselves making the functionality not work * properly implement input lock prevention * fix error on editor open * functional pause menu * bugfix * make unpausing not reset current play statistics * serialize initializer components in inspector instead of procedurally generating * sanity check * note for fade * make flashes in the camera prefabs instead of in world space remove / reorganize script files address issue #411 * fix bug with perfect campaign make minigame transitions hide the game canvas adjust animation of the song credits textbox * fully functional intro scene (placeholder for future title screen) refactored entire game loading procedure re-organized some files * add interaction query to disclaimer text * reword legal * anchor section medals to section display more tempo change placement controls * operation order bugfix * prep for future ratings and stats * loading text * autoload opening scene * splash screen adjustments added setting to force enable splash screen * adjust setting entry
165 lines
4.9 KiB
C#
165 lines
4.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Util
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{
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public class Sound : MonoBehaviour
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{
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public AudioClip clip;
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public float pitch = 1;
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public float volume = 1;
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// For use with PlayOneShotScheduled
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public bool scheduled;
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public double scheduledTime;
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public bool looping;
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public float loopEndBeat = -1;
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public float fadeTime;
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int loopIndex = 0;
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private AudioSource audioSource;
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private int pauseTimes = 0;
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private double startTime;
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public float beat;
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public float offset;
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public float scheduledPitch = 1f;
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bool playInstant = false;
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bool played = false;
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private void Start()
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{
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audioSource = GetComponent<AudioSource>();
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audioSource.clip = clip;
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audioSource.pitch = pitch;
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audioSource.volume = volume;
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audioSource.loop = looping;
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Conductor cnd = Conductor.instance;
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if (beat == -1 && !scheduled)
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{
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audioSource.Play();
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playInstant = true;
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played = true;
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startTime = cnd.songPositionAsDouble;
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StartCoroutine(NotRelyOnBeatSound());
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}
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else
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{
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playInstant = false;
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scheduledPitch = cnd.SongPitch;
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startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch) - offset;
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audioSource.PlayScheduled(startTime);
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}
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}
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private void Update()
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{
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Conductor cnd = Conductor.instance;
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if (!played)
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{
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if (scheduled)
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{
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if (scheduledPitch != 0 && AudioSettings.dspTime > scheduledTime)
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{
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StartCoroutine(NotRelyOnBeatSound());
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played = true;
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}
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}
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else if (!playInstant)
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{
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if (scheduledPitch != 0 && AudioSettings.dspTime > startTime)
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{
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played = true;
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StartCoroutine(NotRelyOnBeatSound());
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}
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else
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{
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if (!played && scheduledPitch != cnd.SongPitch)
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{
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if (cnd.SongPitch == 0)
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{
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scheduledPitch = cnd.SongPitch;
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audioSource.Pause();
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}
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else
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{
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if (scheduledPitch == 0)
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{
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audioSource.UnPause();
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}
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scheduledPitch = cnd.SongPitch;
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startTime = (AudioSettings.dspTime + (cnd.GetSongPosFromBeat(beat) - cnd.songPositionAsDouble)/(double)scheduledPitch);
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audioSource.SetScheduledStartTime(startTime);
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}
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}
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}
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}
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}
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if (loopIndex < 1)
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{
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if (looping && loopEndBeat != -1) // Looping sounds play forever unless params are set.
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{
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if (cnd.songPositionInBeats > loopEndBeat)
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{
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KillLoop(fadeTime);
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loopIndex++;
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}
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}
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}
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}
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IEnumerator NotRelyOnBeatSound()
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{
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if (!looping) // Looping sounds are destroyed manually.
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{
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yield return new WaitForSeconds(clip.length / pitch);
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Delete();
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}
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}
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public void SetLoopParams(float endBeat, float fadeTime)
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{
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loopEndBeat = endBeat;
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this.fadeTime = fadeTime;
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}
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public void Stop()
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{
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if (audioSource != null)
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audioSource.Stop();
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}
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public void Delete()
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{
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GameManager.instance.SoundObjects.Remove(gameObject);
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Destroy(gameObject);
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}
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public void KillLoop(float fadeTime)
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{
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StartCoroutine(FadeLoop(fadeTime));
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}
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float loopFadeTimer = 0f;
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IEnumerator FadeLoop(float fadeTime)
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{
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float startingVol = audioSource.volume;
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while (loopFadeTimer < fadeTime)
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{
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loopFadeTimer += Time.deltaTime;
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audioSource.volume = Mathf.Max((1f - (loopFadeTimer / fadeTime)) * startingVol, 0f);
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yield return null;
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}
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Delete();
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}
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}
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}
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