88 lines
2.2 KiB
C#
88 lines
2.2 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace Lean.Transition.Method
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{
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/// <summary>This component allows you to play a sound after the specified duration.</summary>
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[HelpURL(LeanTransition.HelpUrlPrefix + "LeanPlaySound")]
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[AddComponentMenu(LeanTransition.MethodsMenuPrefix + "Play Sound" + LeanTransition.MethodsMenuSuffix + "(LeanPlaySound)")]
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public class LeanPlaySound : LeanMethodWithStateAndTarget
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{
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public override System.Type GetTargetType()
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{
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return typeof(AudioClip);
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}
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public override void Register()
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{
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PreviousState = Register(GetAliasedTarget(Data.Target), Data.Duration, Data.Volume);
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}
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public static LeanState Register(AudioClip target, float duration, float volume = 1.0f)
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{
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var state = LeanTransition.SpawnWithTarget(State.Pool, target);
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state.Volume = volume;
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return LeanTransition.Register(state, duration);
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}
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[System.Serializable]
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public class State : LeanStateWithTarget<AudioClip>
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{
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[Range(0.0f, 1.0f)]
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public float Volume = 1.0f;
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public override int CanFill
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{
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get
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{
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return 0;
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}
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}
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public override void UpdateWithTarget(float progress)
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{
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if (progress == 1.0f)
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{
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#if UNITY_EDITOR
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if (Application.isPlaying == false)
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{
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return;
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}
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#endif
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var gameObject = new GameObject(Target.name);
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var audioSource = gameObject.AddComponent<AudioSource>();
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audioSource.clip = Target;
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audioSource.volume = Volume;
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audioSource.Play();
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Destroy(gameObject, Target.length);
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}
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}
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public static Stack<State> Pool = new Stack<State>(); public override void Despawn() { Pool.Push(this); }
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}
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public State Data;
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}
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}
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namespace Lean.Transition
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{
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public static partial class LeanExtensions
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{
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public static T PlaySoundTransition<T>(this T target, AudioClip clip, float duration = 0.0f, float volume = 1.0f)
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where T : Component
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{
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Method.LeanPlaySound.Register(clip, duration, volume); return target;
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}
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public static GameObject PlaySoundTransition(this GameObject target, AudioClip clip, float duration = 0.0f, float volume = 1.0f)
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{
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Method.LeanPlaySound.Register(clip, duration, volume); return target;
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}
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}
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} |