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gravity-fusion/Assets/Components/MusicManager.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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public class MusicManager : MonoBehaviour
{
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public float changeSpeed = 1f;
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[BeforeStart]
public AudioSource baseLayer;
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[BeforeStart]
public AudioSource[] layers;
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protected bool neverStarted;
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protected float baseLayerTargetVolume;
protected float[] targetVolume;
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protected void Start()
{
foreach(AudioSource audioSource in layers) {
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audioSource.volume = 0f;
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}
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targetVolume = new float[layers.Length];
for(int i = 0; i < layers.Length; i++) {
targetVolume[i] = 0f;
}
baseLayerTargetVolume = 1f;
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neverStarted = true;
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}
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protected GameController gameController;
protected void Awake() {
gameController = GetComponent<GameController>();
}
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public void UpdateLayers(int maxTier) {
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if(gameController.blackHole == null) return;
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if(maxTier == -1) {
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baseLayerTargetVolume = 1f;
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}
else {
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baseLayerTargetVolume = 0f;
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}
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if(neverStarted) {
foreach(AudioSource layer in layers) {
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if(layer != null) {
layer.Play();
}
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}
neverStarted = false;
}
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if(maxTier >= layers.Length) {
for(int i = 0; i < layers.Length; i++) {
targetVolume[i] = 1f;
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}
}
else {
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for(int i = 0; i < layers.Length; i++) {
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if(maxTier >= i) {
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targetVolume[i] = 1f;
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}
else {
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targetVolume[i] = 0f;
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}
}
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}
}
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protected void Update() {
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if(baseLayer != null) {
if(baseLayer.volume > baseLayerTargetVolume) {
baseLayer.volume = Mathf.Clamp(baseLayer.volume - Time.deltaTime * changeSpeed, baseLayerTargetVolume, float.PositiveInfinity);
}
else if(baseLayer.volume < baseLayerTargetVolume) {
baseLayer.volume = Mathf.Clamp(baseLayer.volume + Time.deltaTime * changeSpeed, 0f, baseLayerTargetVolume);
}
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}
for(int i = 0; i < layers.Length; i++) {
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if(layers[i] != null) {
if(layers[i].volume > targetVolume[i]) {
layers[i].volume = Mathf.Clamp(layers[i].volume - Time.deltaTime * changeSpeed, targetVolume[i], float.PositiveInfinity);
}
else if(layers[i].volume < targetVolume[i]) {
layers[i].volume = Mathf.Clamp(layers[i].volume + Time.deltaTime * changeSpeed, 0f, targetVolume[i]);
}
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}
}
}
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}