using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyAttributes;
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using System.Linq;
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/// <summary>
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///
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/// </summary>
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public class SFXPlayer : MonoBehaviour
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{
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private static SFXPlayer instance;
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#region Inspector Fields
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[SerializeField, MinMaxSlider(-1, 1)]
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public Vector2 pitchRange = new Vector2(-0.1f, 0.1f);
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[SerializeField, MinMaxSlider(-1, 1)]
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public Vector2 volumeRange = new Vector2(-0.1f, 0.1f);
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#endregion Inspector Fields
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#region Private Fields
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private List<AudioClip> m_playingClips = new List<AudioClip>();
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#endregion Private Fields
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#region Getters
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#endregion Getters
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#region MonoBehaviour Functions
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/// <summary>
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/// OnEnable is called when the object becomes enabled and active.
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/// </summary>
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private void OnEnable()
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{
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instance = this;
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DontDestroyOnLoad(transform.root.gameObject);
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}
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/// <summary>
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/// OnDisable is called when the behaviour becomes disabled.
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/// </summary>
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private void OnDisable()
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{
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}
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private void OnDestroy()
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{
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instance= null;
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}
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/// <summary>
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/// Update is called once per frame
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/// </summary>
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private void Update()
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{
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}
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#endregion MonoBehaviour Functions
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#region Class Functionality
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public static void Play(params AudioClip[] clip)
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{
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CreateInstace();
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instance?.PlaySoundClip(clip);
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}
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public static bool isPlaying(params AudioClip[] clips)
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{
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if (instance == null)
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return false;
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foreach (AudioClip clip in clips)
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if (instance.m_playingClips.Contains(clip))
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return true;
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return false;
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}
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private static void CreateInstace()
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{
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if (instance != null)
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return;
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GameObject gameObject = new GameObject("SFX Player");
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gameObject.AddComponent<SFXPlayer>();
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}
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public void PlaySoundClip(params AudioClip[] clips)
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{
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if (clips.Length == 0 || isPlaying(clips))
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return;
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AudioClip selectedClip = clips[Random.Range(0, clips.Length)];
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GameObject gameObject = new GameObject(selectedClip.name);
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gameObject.transform.parent = transform;
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AudioSource source = gameObject.AddComponent<AudioSource>();
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source.clip = selectedClip;
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source.volume = 0.8f + Random.Range(volumeRange.x, volumeRange.y);
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source.pitch = 1 + Random.Range(pitchRange.y, pitchRange.x);
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source.spatialBlend = 0;
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m_playingClips.AddRange(clips);
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source.Play();
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StartCoroutine(DestroyAfter(selectedClip.length,gameObject , clips));
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}
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private IEnumerator DestroyAfter(float t,GameObject gameObject, params AudioClip[] clips)
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{
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yield return new WaitForSeconds(t);
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m_playingClips.RemoveAll(p => clips.Contains(p));
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Destroy(gameObject);
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}
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#endregion Class Functionality
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#region Editor Functions
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/// <summary>
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/// Called when the Component is created or Reset from the Inspector
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/// </summary>
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private void Reset()
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{
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//useful for finding components on creation
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}
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#endregion Editor Functions
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}
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