b8ab71969a
Finished lockpicking. tied it to the Attributes system. when you pick a lock you gain dexterity, the higher your dexterity, the easier it is to pick locks.
162 lines
7.8 KiB
C#
162 lines
7.8 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class SFB_AudioManager : MonoBehaviour {
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public List<SFB_AudioClips> audioClips = new List<SFB_AudioClips>();
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public List<SFB_AudioClips> audioLoops = new List<SFB_AudioClips>();
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public bool pitchByTimescale = true; // Adjust pitch by timescale?
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private AudioSource audioSource; // AudioSource component
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private Animator animator; // Animator component
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private bool pitchBySpeed = false; // Adjust pitch by speed?
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private bool volumeBySpeed = false; // Adjust volume by speed?
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private float pitchMin = 0.0f; // Minimum pitch
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private float pitchMax = 1.0f; // Maximum pitch
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private float desiredPitch = 1.0f; // Current desired pitch
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private float volumeMin = 0.0f; // Minimum volume
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private float volumeMax = 1.0f; // Maximum volume
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private float volumeSpeed = 1.0f; // Speed modifier for volume changes
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private float desiredMin = 0.0f; // The goal minimum volume
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private float desiredMax = 1.0f; // The goal maximium volume
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private bool loopPlaying = false; // Is a loop currently playing?
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//private float minLoopVolume = 0.2f; // Minimum volume for loop adjusted by speed
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//private float maxLoopVolume = 1.0f; // Maximum volume for loop adjusted by speed
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[System.Serializable]
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public class SFB_AudioClips{
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public string name; // Name of the group
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public AudioClip[] audioClips; // Array of clips to randomly choose from
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public int chanceOfPlaying = 100; // Chance that this sound will play when triggered
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public float volume = 1.0f; // Volume to play at
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public bool volumeBySpeed = false; // Adjust volume by animation speed?
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public float minVolume = 0.2f; // Minimum volume (used for adjustments)
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public bool pitchBySpeed = false; // Adjust pitch by speed?
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public float minPitch = 1.0f; // Minimum pitch
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public float maxPitch = 1.0f; // Maximum pitch
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}
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void Start(){
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if (!audioSource){ // If we haven't assigned this...
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audioSource = GetComponent<AudioSource> (); // Cache the component
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}
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if (!animator){ // If we haven't assigned this...
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animator = GetComponent<Animator>(); // Cache the component
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}
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}
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void Update(){
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UpdatePitch (); // Update Pitch method
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if (audioSource.isPlaying) { // If the source is playing
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UpdateVolume (); // Update volume method
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}
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}
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// Updates the pitch during runtime
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void UpdatePitch(){
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if (pitchBySpeed) { // If we are adjusting pitchBySpeed
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float pitchRangeNegative = 1.0f - pitchMin; // Compute negative range
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float pitchRangePositive = pitchMax - 1.0f; // compute positive range
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float locomotion = animator.GetFloat ("locomotion"); // Get the speed value
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if (locomotion > 0.0f) { // If we are moving forward
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desiredPitch = 1.0f + (pitchRangePositive * locomotion); // set pitch
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} else if (locomotion < 0.0f) { // If we are moving backward
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desiredPitch = 1.0f + (pitchRangeNegative * locomotion); // set pitch
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} else { // Otherwise
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desiredPitch = 1.0f; // default pitch
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}
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} else { // otherwise
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desiredPitch = 1.0f; // Default pitch
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}
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audioSource.pitch = Mathf.MoveTowards (audioSource.pitch, desiredPitch, Time.deltaTime); // Adjust pitch over time
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if (pitchByTimescale) { // If we are adjusting by time
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audioSource.pitch = audioSource.pitch * Time.timeScale; // Adjust pitch by timescale
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}
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}
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// Updates the volume during runtime
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void UpdateVolume(){
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if (volumeMin != desiredMin) { // If volumeMin isn't at desired
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volumeMin = Mathf.MoveTowards (volumeMin, desiredMin, volumeSpeed * Time.deltaTime); // Move it closer to desired
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}
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if (volumeMax != desiredMax) { // If volumeMax isn't at desired
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volumeMax = Mathf.MoveTowards (volumeMax, desiredMax, volumeSpeed * Time.deltaTime); // Move it closer to desired
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}
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audioSource.volume = volumeMax; // Set volume to maxVolume
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if (volumeBySpeed) { // If volume is being set by speed
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// Adjust volume to be between min and max based on locomotion float value from the animator
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audioSource.volume = Mathf.Clamp (audioSource.volume * Mathf.Abs (animator.GetFloat ("locomotion")), volumeMin, volumeMax);
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}
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if (audioSource.volume == 0.0f) { // If the volume is 0
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volumeBySpeed = false; // Set volumeBySpeed to false
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audioSource.Stop (); // Stop playing the sound
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}
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}
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// Will play an audioClip once
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void PlayAudio(string name){
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int index = AudioClipIndex (name); // Get the index of the named group
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if (Random.Range (0, 100) >= (100 - audioClips [index].chanceOfPlaying)) { // Only if a random chance is positive
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float volume = audioClips [index].volume; // grab the volume
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// Get an audioClip randomly
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AudioClip audioClip = audioClips [index].audioClips [Random.Range (0, audioClips [index].audioClips.Length)];
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if (audioClips [index].volumeBySpeed) { // If we are adjusting volume by speed
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// Clamp the volume
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volume = Mathf.Clamp (volume * Mathf.Abs (animator.GetFloat ("locomotion")), audioClips [index].minVolume, audioClips [index].volume);
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}
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AudioSource.PlayClipAtPoint(audioClip, transform.position, volume); // Play the clip at point
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}
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}
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// Call this to start the loop by name
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public void StartLoop(string name){
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if (!loopPlaying) { // If a loop isn't already playing
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int index = AudioLoopIndex (name); // Get the index of the named loop
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desiredMin = audioLoops [index].minVolume; // Set desired minimum
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desiredMax = audioLoops [index].volume; // Set desired Max
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//minLoopVolume = audioLoops [index].minVolume; // Set minimum volume
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//maxLoopVolume = audioLoops [index].volume; // Set maximum volume
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volumeBySpeed = audioLoops [index].volumeBySpeed; // Set volumeBySpeed
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pitchBySpeed = audioLoops [index].pitchBySpeed; // Set pitchBySpeed
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pitchMin = audioLoops [index].minPitch; // Set minimum pitch
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pitchMax = audioLoops [index].maxPitch; // Set maximum pitch
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// Choose a random audioClip from the list
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AudioClip audioClip = audioLoops [index].audioClips [Random.Range (0, audioLoops [index].audioClips.Length)];
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audioSource.clip = audioClip; // Set the clip in the AudioSource
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audioSource.Play (); // Play the clip
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loopPlaying = true; // Set loopPlaying true
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}
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}
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// Call this to stop the loop (should fade out)
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public void StopLoop(){
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desiredMin = 0.0f; // Turn volume down
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desiredMax = 0.0f; // Turn volume down
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loopPlaying = false; // Set loop playing false
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}
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// Returns the Index of a named group
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private int AudioClipIndex(string name){
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for (int i = 0; i < audioClips.Count; i++){ // For each audioClips group
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if (audioClips [i].name == name) { // If the name matches
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return i; // Return index
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}
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}
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Debug.LogError ("Did not find an audioClips[] entry named \"" + name + "\"."); // Send error to console
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return 0; // return 0
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}
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// Returns the Index of a named group
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private int AudioLoopIndex(string name){
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for (int i = 0; i < audioLoops.Count; i++){ // For each audioClips group
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if (audioLoops [i].name == name) { // If the name matches
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return i; // Return index
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}
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}
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Debug.LogError ("Did not find an audioLopos[] entry named \"" + name + "\"."); // Send error to console
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return 0; // return 0
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}
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}
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