IdleGirl/Assets/Plugins/DarkTonic/MasterAudio/Scripts/Singleton/SoundGroupOrganizer.cs

75 lines
3.1 KiB
C#

/*! \cond PRIVATE */
using System.Collections.Generic;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace DarkTonic.MasterAudio {
// ReSharper disable once CheckNamespace
public class SoundGroupOrganizer : MonoBehaviour {
// ReSharper disable InconsistentNaming
public GameObject dynGroupTemplate;
public GameObject dynVariationTemplate;
public GameObject maGroupTemplate;
public GameObject maVariationTemplate;
public MasterAudio.DragGroupMode curDragGroupMode = MasterAudio.DragGroupMode.OneGroupPerClip;
public MasterAudio.AudioLocation bulkVariationMode = MasterAudio.AudioLocation.Clip;
public SystemLanguage previewLanguage = SystemLanguage.English;
public bool useTextGroupFilter = false;
public string textGroupFilter = string.Empty;
public TransferMode transMode = TransferMode.None;
public GameObject sourceObject = null;
public List<SoundGroupSelection> selectedSourceSoundGroups = new List<SoundGroupSelection>();
public GameObject destObject = null;
public List<SoundGroupSelection> selectedDestSoundGroups = new List<SoundGroupSelection>();
public MAItemType itemType = MAItemType.SoundGroups;
public List<CustomEventSelection> selectedSourceCustomEvents = new List<CustomEventSelection>();
public List<CustomEventSelection> selectedDestCustomEvents = new List<CustomEventSelection>();
public List<CustomEvent> customEvents = new List<CustomEvent>();
public List<CustomEventCategory> customEventCategories = new List<CustomEventCategory> {
new CustomEventCategory()
};
public string newEventName = "my event";
public string newCustomEventCategoryName = "New Category";
public string addToCustomEventCategoryName = "New Category";
// ReSharper restore InconsistentNaming
public class CustomEventSelection {
public CustomEvent Event;
public bool IsSelected;
public CustomEventSelection(CustomEvent cEvent, bool isSelected) {
Event = cEvent;
IsSelected = isSelected;
}
}
public class SoundGroupSelection {
public GameObject Go;
public bool IsSelected;
public SoundGroupSelection(GameObject go, bool isSelected) {
Go = go;
IsSelected = isSelected;
}
}
public enum MAItemType {
SoundGroups,
CustomEvents
}
public enum TransferMode {
None,
Import,
Export
}
// ReSharper disable once UnusedMember.Local
private void Awake() {
Debug.LogError(
"You have a Sound Group Organizer prefab in this Scene. You should never play a Scene with that type of prefab as it could take up tremendous amounts of audio memory. Please use a Sandbox Scene for that, which is only used to make changes to that prefab and apply them. This Sandbox Scene should never be a Scene that is played in the game.");
}
}
}
/*! \endcond */