Add basic background music behavior
This commit is contained in:
parent
3bc7c9c7ee
commit
03f1bbc599
7 changed files with 395 additions and 11 deletions
BIN
Assets/Audio/Tavern_Fun.mp3
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BIN
Assets/Audio/Tavern_Fun.mp3
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Binary file not shown.
22
Assets/Audio/Tavern_Fun.mp3.meta
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Assets/Audio/Tavern_Fun.mp3.meta
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outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0.33333334
|
||||||
|
outWeight: 0.33333334
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
--- !u!114 &6898396145254654029
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 6575613771290711696}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: e845a10d8c5009048af900f3e22daa91, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
AudioIntensity0: {fileID: 0}
|
||||||
|
AudioIntensity1: {fileID: 8300000, guid: 849452323efae574d8141c82f7b28f55, type: 3}
|
||||||
|
|
|
@ -32568,6 +32568,11 @@ PrefabInstance:
|
||||||
m_Modification:
|
m_Modification:
|
||||||
m_TransformParent: {fileID: 0}
|
m_TransformParent: {fileID: 0}
|
||||||
m_Modifications:
|
m_Modifications:
|
||||||
|
- target: {fileID: 422892530533236511, guid: dfb09d229e85c1446bee2e4f9357610e,
|
||||||
|
type: 3}
|
||||||
|
propertyPath: m_Name
|
||||||
|
value: AudioManager
|
||||||
|
objectReference: {fileID: 0}
|
||||||
- target: {fileID: 2157073178828809470, guid: dfb09d229e85c1446bee2e4f9357610e,
|
- target: {fileID: 2157073178828809470, guid: dfb09d229e85c1446bee2e4f9357610e,
|
||||||
type: 3}
|
type: 3}
|
||||||
propertyPath: m_NavMeshData
|
propertyPath: m_NavMeshData
|
||||||
|
|
60
Assets/Scripts/GameSystems/BGMusic.cs
Normal file
60
Assets/Scripts/GameSystems/BGMusic.cs
Normal file
|
@ -0,0 +1,60 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
//Define the background music behavior.
|
||||||
|
public class BGMusic : MonoBehaviour
|
||||||
|
{
|
||||||
|
public int intensity =0; //Current intensity level
|
||||||
|
int intensityLevels = 2; //Number of intensity levels (differents tracks)
|
||||||
|
[SerializeField]
|
||||||
|
AudioClip AudioIntensity0, AudioIntensity1; //Must have enough clip foreach intensity levels
|
||||||
|
|
||||||
|
List<AudioSource> audioSources; //Sources used for each intensity clips
|
||||||
|
|
||||||
|
//Change the intensity level of the music
|
||||||
|
//TODO: Smooth transition
|
||||||
|
public void changeIntensity(int level)
|
||||||
|
{
|
||||||
|
if(level>=intensityLevels)
|
||||||
|
{
|
||||||
|
Debug.LogWarning(gameObject.name+" doesn't have such high intensity available :"+ level+ " /"+intensityLevels);
|
||||||
|
level = intensityLevels-1; //Max level
|
||||||
|
}
|
||||||
|
|
||||||
|
for(int i=0; i<intensityLevels; i++)
|
||||||
|
{
|
||||||
|
if(i!=level)
|
||||||
|
audioSources[i].volume=0.0f;
|
||||||
|
else
|
||||||
|
audioSources[i].volume=1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
intensity = level;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
audioSources = new List<AudioSource>(GetComponents<AudioSource>());
|
||||||
|
if(audioSources.Count != intensityLevels )
|
||||||
|
Debug.LogWarning(gameObject.name+" missing audio sources too play all intensity levels : "+ intensityLevels);
|
||||||
|
|
||||||
|
//Load clip
|
||||||
|
audioSources[0].clip = AudioIntensity0;
|
||||||
|
audioSources[1].clip = AudioIntensity1;
|
||||||
|
|
||||||
|
//Set initial intensity
|
||||||
|
changeIntensity(intensity);
|
||||||
|
|
||||||
|
//Start sources
|
||||||
|
foreach(AudioSource s in audioSources)
|
||||||
|
s.Play();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/GameSystems/BGMusic.cs.meta
Normal file
11
Assets/Scripts/GameSystems/BGMusic.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e845a10d8c5009048af900f3e22daa91
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -30,6 +30,9 @@ public sealed class GameSystem : MonoBehaviour
|
||||||
float slowScale = 0.5f; //Default scale for slow mode
|
float slowScale = 0.5f; //Default scale for slow mode
|
||||||
private float fixedDeltaTime;
|
private float fixedDeltaTime;
|
||||||
|
|
||||||
|
//Sound
|
||||||
|
BGMusic BGmusic=null; //Background Music
|
||||||
|
|
||||||
//TODO : Effect on gold change
|
//TODO : Effect on gold change
|
||||||
//Money
|
//Money
|
||||||
private int gold;
|
private int gold;
|
||||||
|
@ -101,6 +104,15 @@ public sealed class GameSystem : MonoBehaviour
|
||||||
{
|
{
|
||||||
// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
|
// Make a copy of the fixedDeltaTime, it defaults to 0.02f, but it can be changed in the editor
|
||||||
this.fixedDeltaTime = Time.fixedDeltaTime;
|
this.fixedDeltaTime = Time.fixedDeltaTime;
|
||||||
|
|
||||||
|
//Get BG music
|
||||||
|
GameObject musicObj = GameObject.Find("/GameSystem/AudioManager/BackgroundMusic");
|
||||||
|
if(musicObj != null)
|
||||||
|
BGmusic = musicObj.GetComponent<BGMusic>();
|
||||||
|
if(BGmusic is null)
|
||||||
|
Debug.LogWarning("No background music found");
|
||||||
|
|
||||||
|
//Get UI Service Timer
|
||||||
GameObject timerObj = GameObject.Find("/UI/Canvas/ServiceTimer");
|
GameObject timerObj = GameObject.Find("/UI/Canvas/ServiceTimer");
|
||||||
if(timerObj is null)
|
if(timerObj is null)
|
||||||
{
|
{
|
||||||
|
@ -108,11 +120,10 @@ public sealed class GameSystem : MonoBehaviour
|
||||||
UIServiceTimer=null;
|
UIServiceTimer=null;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
|
||||||
UIServiceTimer=timerObj.GetComponent<UITimer>();
|
UIServiceTimer=timerObj.GetComponent<UITimer>();
|
||||||
}
|
|
||||||
|
|
||||||
if(ClientManager.Instance.ready && StockManager.Instance.ready)
|
//Check that all systems are ready
|
||||||
|
if(ClientManager.Instance.ready && StockManager.Instance.ready && EventManager.Instance.ready)
|
||||||
{
|
{
|
||||||
ready=true;
|
ready=true;
|
||||||
Debug.Log("All GameSystems are ready");
|
Debug.Log("All GameSystems are ready");
|
||||||
|
@ -151,7 +162,10 @@ public sealed class GameSystem : MonoBehaviour
|
||||||
toggleSlowMode(2.0f);
|
toggleSlowMode(2.0f);
|
||||||
Debug.Log("Time scale: "+Time.timeScale);
|
Debug.Log("Time scale: "+Time.timeScale);
|
||||||
}
|
}
|
||||||
// Debug.Log("Service timer : "+(int)serviceTimer);
|
|
||||||
|
//Basic background music modification
|
||||||
|
if(ClientManager.Instance.clientList.Count>2 && BGmusic.intensity<1)
|
||||||
|
BGmusic.changeIntensity(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
// simple Singleton implementation
|
// simple Singleton implementation
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue