AudioManager.cs 3.1 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using System.Runtime.InteropServices.WindowsRuntime;
  5. using UnityEngine;
  6. using UnityEngine.UIElements;
  7. public enum SoundCategory
  8. {
  9. FruitSmash,
  10. BombExplode,
  11. ArrowFire,
  12. CannonFire,
  13. None
  14. }
  15. // This class in instantiated on GameManager, storing all the audio related assets
  16. public class AudioManager : MonoBehaviour
  17. {
  18. [SerializeField] private AudioClip[] FruitSmashSounds;
  19. [SerializeField] private AudioClip[] BombExplodeSounds;
  20. [SerializeField] private AudioClip[] ArrowFiringSounds;
  21. [SerializeField] private AudioClip[] CannonFiringSounds;
  22. [SerializeField] private AudioClip LooseLifeSound;
  23. [SerializeField] private AudioClip BackgroundMusic;
  24. [SerializeField] private AudioClip GameOverSound;
  25. public AudioClip GetRandomSound(SoundCategory cat)
  26. {
  27. AudioClip[] clips;
  28. switch (cat)
  29. {
  30. case SoundCategory.FruitSmash:
  31. clips = FruitSmashSounds;
  32. break;
  33. case SoundCategory.BombExplode:
  34. clips = BombExplodeSounds;
  35. break;
  36. case SoundCategory.ArrowFire:
  37. clips = ArrowFiringSounds;
  38. break;
  39. case SoundCategory.CannonFire:
  40. clips = CannonFiringSounds;
  41. break;
  42. default:
  43. clips = null;
  44. break;
  45. }
  46. Debug.Assert(clips.Length > 0);
  47. return clips[Random.Range(0, clips.Length)];
  48. }
  49. public GameObject InstantiateTemprorarySound(SoundCategory cat, Transform parent, float delay_dstroy_s = 0f)
  50. {
  51. GameObject empty = new GameObject();
  52. GameObject instance = Instantiate(empty, parent);
  53. AudioSource audio = instance.AddComponent<AudioSource>();
  54. if (cat != SoundCategory.None)
  55. {
  56. AudioClip clip = GetRandomSound(cat);
  57. audio.clip = clip;
  58. audio.Play();
  59. }
  60. if (delay_dstroy_s > 0f)
  61. {
  62. GamingManager.DelayDestroy(this, instance, delay_dstroy_s);
  63. }
  64. Destroy(empty);
  65. return instance;
  66. }
  67. public GameObject InstantiateTemprorarySound(SoundCategory cat, Vector3 position, float delay_dstroy_s = 0f)
  68. {
  69. GameObject empty = new GameObject();
  70. GameObject instance = Instantiate(empty, position, Quaternion.identity);
  71. AudioSource audio = instance.AddComponent<AudioSource>();
  72. if (cat != SoundCategory.None)
  73. {
  74. AudioClip clip = GetRandomSound(cat);
  75. audio.clip = clip;
  76. audio.Play();
  77. }
  78. if (delay_dstroy_s > 0f)
  79. {
  80. GamingManager.DelayDestroy(this, instance, delay_dstroy_s);
  81. }
  82. Destroy(empty);
  83. return instance;
  84. }
  85. public AudioClip GetBackgroundMusic()
  86. {
  87. return BackgroundMusic;
  88. }
  89. public AudioClip GetLooseLifeSound()
  90. {
  91. return LooseLifeSound;
  92. }
  93. public AudioClip GetGameOverSound()
  94. {
  95. return GameOverSound;
  96. }
  97. }