mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-28 08:07:59 +01:00
94 lines
2.3 KiB
C#
94 lines
2.3 KiB
C#
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using UnityEngine;
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using System.Collections;
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namespace CinemaDirector
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{
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[CutsceneItemAttribute("Audio Source", "Play Audio", CutsceneItemGenre.ActorItem)]
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public class PlayAudioEvent : CinemaActorAction
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{
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public AudioClip audioClip = null;
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public bool loop = false;
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private bool wasPlaying = false;
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public void Update()
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{
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if (!loop && audioClip)
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Duration = audioClip.length;
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else
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Duration = -1;
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}
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public override void Trigger(GameObject Actor)
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{
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AudioSource audio = Actor.GetComponent<AudioSource>();
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if (!audio)
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{
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audio = Actor.AddComponent<AudioSource>();
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audio.playOnAwake = false;
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}
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if (audio.clip != audioClip)
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audio.clip = audioClip;
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audio.time = 0.0f;
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audio.loop = loop;
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audio.Play();
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}
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public override void UpdateTime(GameObject Actor, float runningTime, float deltaTime)
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{
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AudioSource audio = Actor.GetComponent<AudioSource>();
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if (!audio)
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{
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audio = Actor.AddComponent<AudioSource>();
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audio.playOnAwake = false;
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}
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if (audio.clip != audioClip)
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audio.clip = audioClip;
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if (audio.isPlaying)
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return;
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audio.time = deltaTime;
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audio.Play();
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}
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public override void Resume(GameObject Actor)
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{
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AudioSource audio = Actor.GetComponent<AudioSource>();
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if (!audio)
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return;
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audio.time = Cutscene.RunningTime - Firetime;
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if (wasPlaying)
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audio.Play();
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}
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public override void Pause(GameObject Actor)
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{
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AudioSource audio = Actor.GetComponent<AudioSource>();
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wasPlaying = false;
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if (audio && audio.isPlaying)
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wasPlaying = true;
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if (audio)
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audio.Pause();
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}
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public override void End(GameObject Actor)
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{
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AudioSource audio = Actor.GetComponent<AudioSource>();
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if (audio)
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audio.Stop();
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}
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}
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}
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