fca105259c
Also made some changes to how SwitchGame(), OnGameSwitch, and the jukebox work.
73 lines
2 KiB
C#
73 lines
2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace RhythmHeavenMania.Util
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{
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public class MultiSound : MonoBehaviour
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{
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private float startBeat;
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private int index;
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private bool game;
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private bool forcePlay;
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public List<Sound> sounds = new List<Sound>();
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public class Sound
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{
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public string name { get; set; }
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public float beat { get; set; }
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public Sound(string name, float beat)
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{
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this.name = name;
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this.beat = beat;
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}
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}
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public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
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{
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List<Sound> sounds = snds.ToList();
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GameObject gameObj = new GameObject();
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MultiSound ms = gameObj.AddComponent<MultiSound>();
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ms.sounds = sounds;
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ms.startBeat = sounds[0].beat;
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ms.game = game;
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ms.forcePlay = forcePlay;
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gameObj.name = "MultiSound";
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GameManager.instance.SoundObjects.Add(gameObj);
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return ms;
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}
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private void Update()
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{
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float songPositionInBeats = Conductor.instance.songPositionInBeats;
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for (int i = 0; i < sounds.Count; i++)
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{
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if (songPositionInBeats >= sounds[i].beat && index == i)
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{
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if (game)
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Jukebox.PlayOneShotGame(sounds[i].name, forcePlay:forcePlay);
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else
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Jukebox.PlayOneShot(sounds[i].name);
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index++;
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}
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}
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if (songPositionInBeats >= (sounds[sounds.Count - 1].beat))
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{
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Delete();
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}
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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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}
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} |