HeavenStudio/Assets/Scripts/Util/MultiSound.cs
Rapandrasmus ac1804a901
Space Soccer Improvements (#382)
* SupahScrollSetUp

* Scrolls now, with issues, also added a flames animation

* Started implementing new multiple space kickers

* bg recolor space soccer

* Recolorable dots!

* we circular motitating n shit

* ReAdded Enter and exit stuff

* I despise unexplainable bugs

* The balls are so buggy 😱

* Trying to fix someting

* Fixed Scroll Stutter

* Fixed a whiff bug

* Updated sounds and added ease event for space kickers

* Fixed some bugs

* Changed some names

* new option for quiz show random presses

* Board meeting bug fixes

* Testing Curve stuff

* Converted all code to use new curves, need to fix all issues

* Playing around with keypoint values, will probably expose them so someone else can mess with them

* curves be like

* Fixed stuff

* BALLS FIXED

* Fixed clappy trio stuff

* Added player move event

* Almost fixed, just need to fix wonkiness with high kick toe

* Fixed da bug

* Board meeting and quiz show tweaks

* Fix for board meeting and enter/exit presets for space soccer

* Stop ball added

* Updated how scroll works
2023-04-26 12:43:35 +00:00

77 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace HeavenStudio.Util
{
public class MultiSound : MonoBehaviour
{
private float startBeat;
private bool game;
private bool forcePlay;
public List<Sound> sounds = new List<Sound>();
public List<Util.Sound> playingSounds = new List<Util.Sound>();
public class Sound
{
public string name { get; set; }
public float beat { get; set; }
public float pitch { get; set; }
public float volume { get; set; }
public bool looping { get; set; }
public float offset { get; set; }
public Sound(string name, float beat, float pitch = 1f, float volume = 1f, bool looping = false, float offset = 0f)
{
this.name = name;
this.beat = beat;
this.pitch = pitch;
this.volume = volume;
this.looping = looping;
this.offset = offset;
}
}
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
{
List<Sound> sounds = snds.ToList();
GameObject go = new GameObject("MultiSound");
MultiSound ms = go.AddComponent<MultiSound>();
ms.sounds = sounds;
ms.startBeat = sounds[0].beat;
ms.game = game;
ms.forcePlay = forcePlay;
for (int i = 0; i < sounds.Count; i++)
{
Util.Sound s;
if (game)
s = Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay, sounds[i].offset);
else
s = Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat, sounds[i].pitch, sounds[i].volume, sounds[i].looping, null, sounds[i].offset);
ms.playingSounds.Add(s);
}
GameManager.instance.SoundObjects.Add(go);
return ms;
}
private void Update()
{
foreach (Util.Sound sound in playingSounds)
{
if (sound != null)
return;
}
Delete();
}
public void Delete()
{
GameManager.instance.SoundObjects.Remove(gameObject);
Destroy(gameObject);
}
}
}