using Fie.Utility;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Footstep {
///
/// Plays the footstep animations created as players or enemies move around.
///
public class FieFootstepMaterial : MonoBehaviour {
[SerializeField]
private float _audioVolume = 0.5f;
[SerializeField]
private List _audioClips = new List();
///
/// The particle material to spawn under an entity's hooves as they walk.
///
[SerializeField]
private Material _footStepParticleMaterial;
///
/// A lotto of audio clips to play. Provides a random one when queried.
///
private Lottery _lottery = new Lottery();
///
/// The pool of sounds that can be played by this material.
///
public List audioClips => _audioClips;
private void Awake() {
foreach (AudioClip audioClip in _audioClips) {
_lottery.AddItem(audioClip); // add each audio clip to the lottery
}
}
///
/// Attempts to play an audio clip for the given footstep player.
/// Accepts nulls.
///
public void playFootstepAudio(FieFootstepPlayer player) {
if (!(player == null) && _lottery.IsExecutable()) {
AudioClip audioClip = _lottery.Lot();
if (!(audioClip == null)) {
player.SetMaterial(_footStepParticleMaterial);
player.audioSource.pitch = player.pitchOffset;
player.audioSource.PlayOneShot(audioClip, _audioVolume);
player.EmitFootstepParticle(audioClip.length);
}
}
}
}
}