using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using MoreMountains.Tools;
using UnityEngine.Audio;
namespace MoreMountains.Feedbacks
{
///
/// This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work.
///
[AddComponentMenu("")]
[FeedbackPath("Audio/MMSoundManager Sound Fade")]
[FeedbackHelp("This feedback lets you trigger fades on a specific sound via the MMSoundManager. You will need a MMSoundManager in your scene for this to work.")]
public class MMFeedbackMMSoundManagerSoundFade : MMFeedback
{
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.SoundsColor; } }
#endif
[Header("MMSoundManager Sound Fade")]
/// the ID of the sound you want to fade. Has to match the ID you specified when playing the sound initially
[Tooltip("the ID of the sound you want to fade. Has to match the ID you specified when playing the sound initially")]
public int SoundID = 0;
/// the duration of the fade, in seconds
[Tooltip("the duration of the fade, in seconds")]
public float FadeDuration = 1f;
/// the volume towards which to fade
[Tooltip("the volume towards which to fade")]
[Range(MMSoundManagerSettings._minimalVolume,MMSoundManagerSettings._maxVolume)]
public float FinalVolume = MMSoundManagerSettings._minimalVolume;
/// the tween to apply over the fade
[Tooltip("the tween to apply over the fade")]
public MMTweenType FadeTween = new MMTweenType(MMTween.MMTweenCurve.EaseInOutQuartic);
protected AudioSource _targetAudioSource;
///
/// On play, we start our fade via a fade event
///
///
///
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (Active)
{
MMSoundManagerSoundFadeEvent.Trigger(SoundID, FadeDuration, FinalVolume, FadeTween);
}
}
}
}