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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudioSystem : MonoBehaviour, IAction
{
[SerializeField]
private List<AudioClip> musics = new List<AudioClip>();
[SerializeField]
void Start()
{
foreach (EventType x in System.Enum.GetValues(typeof(EventType)))
{
EventSystem.AddEvent(x, this);
}
React(EventType.GameStarts);
}
public void React(EventType type) {
if (type == EventType.GameStarts)
{
StartCoroutine("GameStartsClip");
}
if (type == EventType.CitySmall)
{
CitySmallClip();
}
if (type == EventType.CityBig)
{
CityBigClip();
}
if (type == EventType.HuntingSmall)
{
HuntingSmallClip();
}
if (type == EventType.HuntingBig)
{
HuntingBigClip();
}
if (type == EventType.WoodChopped)
{
if (type == EventType.Berrypicked)
{
BerryClip();
}
if (type == EventType.UpgradeBuilt)
{
public IEnumerator GameStartsClip()
yield return new WaitForSeconds(2);
ac.clip = musics[1];
StartCoroutine("FadeIn", 0);
}
public void CitySmallClip()
{
StartCoroutine("FadeOutIn", new Timing(3, 1));
}
public void CityBigClip()
{
StartCoroutine("FadeOutIn", new Timing(3, 2));
}
public void HuntingSmallClip()
{
StartCoroutine("FadeOutIn", new Timing(2, 4));
}
public void HuntingBigClip()
{
StartCoroutine("FadeOutIn", new Timing(2, 5));
public void WoodClip()
{
StartCoroutine("PlayEffect", 7);
}
public void StoneClip()
{
StartCoroutine("PlayEffect", 8);
}
public void BerryClip()
{
StartCoroutine("PlayEffect", 9);
}
public void UpgradeClip()
{
StartCoroutine("PlayEffect", 4);
}
public void FanfareClip()
{
StartCoroutine("FadeOutIn", new Timing(0, 0));
}
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IEnumerator FadeOutIn(Timing t) {
//yield return FadeOut(t.duration);
yield return StartCoroutine("FadeOut", t.duration);
ac.clip = musics[t.clip];
yield return StartCoroutine("FadeIn", t.duration);
}
public IEnumerator FadeOut(int duration)
{
float start = Time.time;
float end = start + duration;
if (ac.isPlaying)
{
while (Time.time < end)
{
float current = Time.time - start;
//(duration-(current-min)/(max-min)
float volume = (duration - (Time.time - start)) / (end - start);
yield return null;
ac.volume = volume;
}
ac.Stop();
}
}
public IEnumerator FadeIn(int duration)
{
float start = Time.time;
float end = start + duration;
ac.volume = 0;
ac.Play();
while(Time.time < end)
{
float current = Time.time - start;
//(max-current)/(max-min)
float volume = (Time.time - start) / (end - start);
yield return null;
ac.volume = volume;
}
ac.volume = 1;
}
public IEnumerator PlayEffect(int clip)
{
AudioSource v = gameObject.AddComponent<AudioSource>();
v.clip = musics[clip];
v.Play();
yield return new WaitForSeconds(v.clip.length);