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Music smoothing

This commit is contained in:
Steffo 2019-10-06 19:40:54 +02:00
parent f0d968c80f
commit 869e2f608d
14 changed files with 408 additions and 23 deletions

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@ -0,0 +1,4 @@
//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
using UnityEngine;
public class AfterStart : PropertyAttribute {}

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@ -0,0 +1,4 @@
//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
using UnityEngine;
public class BeforeStart : PropertyAttribute {}

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@ -7,7 +7,13 @@ using UnityEngine;
public class MusicManager : MonoBehaviour
{
public AudioSource baseLayer;
public List<AudioSource> layers;
public float changeSpeed = 1f;
[BeforeStart]
public AudioSource[] layers;
protected float baseLayerTargetVolume;
protected float[] targetVolume;
protected bool neverStarted;
@ -16,15 +22,20 @@ public class MusicManager : MonoBehaviour
foreach(AudioSource audioSource in layers) {
audioSource.volume = 0;
}
targetVolume = new float[layers.Length];
for(int i = 0; i < layers.Length; i++) {
targetVolume[i] = 0f;
}
baseLayerTargetVolume = 1f;
neverStarted = true;
}
public void UpdateLayers(int maxTier) {
if(maxTier == -1) {
baseLayer.volume = 1f;
baseLayerTargetVolume = 1f;
}
else {
baseLayer.volume = 0f;
baseLayerTargetVolume = 0f;
}
if(neverStarted) {
@ -34,20 +45,39 @@ public class MusicManager : MonoBehaviour
neverStarted = false;
}
if(maxTier >= layers.Count) {
foreach(AudioSource layer in layers) {
layer.volume = 1f;
if(maxTier >= layers.Length) {
for(int i = 0; i < layers.Length; i++) {
targetVolume[i] = 1f;
}
}
else {
for(int i = 0; i < layers.Count; i++) {
for(int i = 0; i < layers.Length; i++) {
if(maxTier >= i) {
layers[i].volume = 1f;
targetVolume[i] = 1f;
}
else {
layers[i].volume = 0f;
targetVolume[i] = 0f;
}
}
}
}
protected void Update() {
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);
}
for(int i = 0; i < layers.Length; i++) {
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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@ -19,5 +19,3 @@ public class AfterStartAttributeDrawer : PropertyDrawer
GUI.enabled = true;
}
}
public class AfterStart : PropertyAttribute {}

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//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
//From https://answers.unity.com/questions/442342/how-to-make-public-variable-read-only-during-run-t.html
using UnityEngine;
using UnityEditor;
@ -18,6 +18,4 @@ public class BeforeStartAttributeDrawer : PropertyDrawer
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
public class BeforeStart : PropertyAttribute {}
}

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