41e9d36177
* update icons * add background loading of sound sequences - fix bug with preFunction - remove most of the old preloading code * update spritesheets for karate man, marching orders * file explorer chart loading * update icon for trick on the class
135 lines
4.8 KiB
C#
135 lines
4.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.ComponentModel;
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using UnityEngine;
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namespace HeavenStudio.Util
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{
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/// <summary>
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/// MultiSound that is serializable in the inspector, etc.
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/// </summary>
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[Serializable]
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public class SoundSequence
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{
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[Tooltip("Should sequence use game specific-sounds?")]
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[SerializeField] bool game;
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[Tooltip("Should sequence force playback even if corresponding game is not loaded?")]
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[SerializeField] bool force;
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[Tooltip("Clips to play in the sequence")]
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[SerializeField] private List<SequenceClip> clips = new List<SequenceClip>();
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public SoundSequence(bool game, bool force, params SequenceClip[] clips)
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{
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this.game = game;
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this.force = force;
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this.clips = new List<SequenceClip>(clips);
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}
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public MultiSound Play(float startBeat, params SequenceParams[] args)
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{
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List<MultiSound.Sound> sounds = new List<MultiSound.Sound>();
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Dictionary<string, string> paramMaps = new Dictionary<string, string>();
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foreach (SequenceClip clipdat in clips)
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{
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string clip = clipdat.clip;
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float beat = clipdat.beat;
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float pitch = clipdat.pitch;
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float volume = clipdat.volume;
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bool looping = clipdat.looping;
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float offset = clipdat.offset;
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if (args != null && clipdat.parameters != null && clipdat.parameters.Length > 0)
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{
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paramMaps.Clear();
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// map param names to overrides
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foreach (SequenceParams prm in clipdat.parameters)
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{
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if (!paramMaps.ContainsKey(prm.name))
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paramMaps.Add(prm.name, prm.map);
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}
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// apply overrides
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foreach (SequenceParams prm in args)
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{
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if (paramMaps.ContainsKey(prm.name))
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{
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string map = paramMaps[prm.name];
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switch (map)
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{
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case "beat":
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beat = prm.value;
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break;
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case "pitch":
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pitch = prm.value;
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break;
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case "volume":
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volume = prm.value;
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break;
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case "offset":
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offset = prm.value;
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break;
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default:
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break;
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}
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}
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}
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}
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sounds.Add(new MultiSound.Sound(clip, startBeat + beat, pitch, volume, looping, offset));
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}
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return MultiSound.Play(sounds.ToArray(), game, force);
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}
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[Serializable]
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public struct SequenceClip
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{
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[Tooltip("Filename of clip to use (will look in assetbundles before resources)")]
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public string clip;
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[Tooltip("Beat to play clip at relative to start of sequence")]
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public float beat;
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[Tooltip("Pitch to play clip at")]
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[DefaultValue(1f)]
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public float pitch;
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[Tooltip("Volume to play clip at")]
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[DefaultValue(1f)]
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public float volume;
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[Tooltip("Whether to loop the clip")]
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public bool looping;
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[Tooltip("Offset to start playing clip")]
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public float offset;
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[Tooltip("Set of possible value overrides for clip data")]
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public SequenceParams[] parameters;
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}
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[Serializable]
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public struct SequenceKeyValue
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{
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[Tooltip("Name of sequence (game scripts will call sequences to play using this name")]
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public string name;
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[Tooltip("Sequence to play")]
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public SoundSequence sequence;
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}
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[Serializable]
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public struct SequenceParams
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{
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//SequenceParams used in minigame code
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public SequenceParams(string name, float value)
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{
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this.map = "";
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this.name = name;
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this.value = value;
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}
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[Tooltip("Inspector use only; Sequence Clip value to override")]
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public string map;
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[Tooltip("Name of parameter")]
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public string name;
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[NonSerialized]
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public float value;
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}
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}
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} |