155 lines
4.5 KiB
C#
155 lines
4.5 KiB
C#
//============= Copyright (c) Ludic GmbH, All rights reserved. ==============
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//
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// Purpose: Part of the My Behaviour Tree Controller Code
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//
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//=============================================================================
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Video;
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using UnityEngine.UI;
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using MyBT;
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#if UNITY_EDITOR
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using UnityEditor;
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[CustomEditor(typeof(NamedAudioSource))]
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public class NamedAudioSourceInspector : ComponentHandlerInspector {
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}
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#endif
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[System.Serializable]
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public class NamedAudioSource : ComponentHandler {
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public override string TypeLabel () {
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return "AudioSource";
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}
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public AudioSource audioSourceComponent;
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public bool playInBackground = false;
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public override string ContentLabel() {
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UpdateComponent();
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return audioSourceComponent.clip.name;
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}
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public override void UpdateComponent() {
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base.UpdateComponent();
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audioSourceComponent = GetComponent<AudioSource>();
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}
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public override string titleText {
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get {
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return "Run: Play Audio Source";
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}
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}
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public override string[][] helpText {
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get {
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return new string[][] {
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new string[] {"Play AudioSource", "Wait until sound finished\nor PlayInBackground!", $"BTC.Run(\"{roomId}\", \"{gameObject.name}\")"},
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new string[] {"Abort Playing in Background", null, $"BTC.Abort(\"{roomId}\", \"{gameObject.name}\")"},
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new string[] {"FadeIn", null, $"BTC.FadeIn(\"{roomId}\", \"{gameObject.name}\")"},
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new string[] {"FadeOut", null, $"BTC.FadeOut(\"{roomId}\", \"{gameObject.name}\")"},
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//new string[] {"Play in Background", null, $"BTC.Show(\"{roomId}\", \"{gameObject.name}\")"},
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//new string[] {"Stop playing in Background", null, $"BTC.Hide(\"{roomId}\", \"{gameObject.name}\")"},
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};
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}
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}
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public override void Run(MyBT.NodeState nodeState) {
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// whan aborting
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if (nodeState == NodeState.Aborting) {
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audioSourceComponent.Stop();
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return;
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}
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// at start
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if (nodeState == NodeState.FirstRun) {
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// reset event trigger
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audioSourceComponent.Play();
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if (playInBackground) {
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Task.SetSucceeded();
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return;
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}
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}
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// during runtime
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if (nodeState == NodeState.Running) {
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if (!audioSourceComponent.isPlaying) { // || runInBackground
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Task.SetSucceeded();
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return;
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}
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}
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}
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public override void Abort(MyBT.NodeState nodeState) {
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// whan aborting
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if (nodeState == NodeState.Aborting) {
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audioSourceComponent.Stop();
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return;
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}
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// at start
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if (nodeState == NodeState.FirstRun) {
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audioSourceComponent.Stop();
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Task.SetSucceeded();
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return;
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}
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// during runtime
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if (nodeState == NodeState.Running) {
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Task.SetSucceeded();
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return;
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}
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}
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public float fadeToVolume = 1.0f;
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#region both values setting
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public override void SetAlpha(float alpha) {
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if (audioSourceComponent != null) {
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audioSourceComponent.volume = (1 - alpha) * fadeToVolume;
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}
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}
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public override float GetAlpha() {
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if (audioSourceComponent != null) {
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if (fadeToVolume == 0)
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return 0;
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return 1 - audioSourceComponent.volume / fadeToVolume;
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}
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return 0;
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}
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#endregion
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//public override void Show(MyBT.NodeState nodeState) {
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// switch (nodeState) {
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// case NodeState.FirstRun:
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// audioSourceComponent.Play();
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// goto case NodeState.Running;
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// case NodeState.Running:
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// Task.SetSucceeded();
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// break;
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// case NodeState.Aborting:
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// break;
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// }
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//}
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//public override void Hide(MyBT.NodeState nodeState) {
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// //Debug.Log($"NamedDepthkitPlayer.Hide {nodeState}");
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// switch (nodeState) {
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// case NodeState.FirstRun:
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// audioSourceComponent.Stop();
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// goto case NodeState.Running;
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// case NodeState.Running:
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// Task.SetSucceeded();
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// break;
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// case NodeState.Aborting:
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// break;
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// case NodeState.NotRunning:
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// break;
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// }
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//}
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}
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