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2026-05-10 11:47:55 -04:00

130 lines
4.8 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.AudioTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Audio")]
[Opsive.Shared.Utility.Description("Plays audio clip with fade in/out, volume control, and optional looping.")]
public class PlayAudioWithFade : TargetGameObjectAction
{
[Tooltip("The audio clip to play.")]
[SerializeField] protected SharedVariable<AudioClip> m_AudioClip;
[Tooltip("The target volume.")]
[SerializeField] protected SharedVariable<float> m_Volume = 1.0f;
[Tooltip("Whether to loop the audio.")]
[SerializeField] protected SharedVariable<bool> m_Loop = false;
[Tooltip("The fade in duration (seconds).")]
[SerializeField] protected SharedVariable<float> m_FadeInDuration = 0.5f;
[Tooltip("The fade out duration (seconds). Set to 0 to disable fade out.")]
[SerializeField] protected SharedVariable<float> m_FadeOutDuration = 0.0f;
[Tooltip("Whether the audio is currently playing.")]
[SerializeField] [RequireShared] protected SharedVariable<bool> m_IsPlaying;
private AudioSource m_ResolvedAudioSource;
private float m_ElapsedTime;
private bool m_IsFadingIn;
private bool m_IsFadingOut;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAudioSource = m_ResolvedGameObject.GetComponent<AudioSource>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_ElapsedTime = 0.0f;
m_IsFadingIn = true;
m_IsFadingOut = false;
m_IsPlaying.Value = false;
if (m_ResolvedAudioSource != null && m_AudioClip.Value != null) {
m_ResolvedAudioSource.clip = m_AudioClip.Value;
m_ResolvedAudioSource.loop = m_Loop.Value;
m_ResolvedAudioSource.volume = 0.0f;
m_ResolvedAudioSource.Play();
m_IsPlaying.Value = true;
}
}
/// <summary>
/// Updates the audio playback and fade.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAudioSource == null) {
return TaskStatus.Failure;
}
if (!m_ResolvedAudioSource.isPlaying && !m_IsFadingIn) {
m_IsPlaying.Value = false;
return TaskStatus.Success;
}
m_ElapsedTime += Time.deltaTime;
if (m_IsFadingIn && m_FadeInDuration.Value > 0.0f) {
var fadeProgress = Mathf.Clamp01(m_ElapsedTime / m_FadeInDuration.Value);
m_ResolvedAudioSource.volume = Mathf.Lerp(0.0f, m_Volume.Value, fadeProgress);
if (fadeProgress >= 1.0f) {
m_IsFadingIn = false;
m_ElapsedTime = 0.0f;
}
} else if (!m_IsFadingIn && !m_IsFadingOut) {
m_ResolvedAudioSource.volume = m_Volume.Value;
}
if (m_FadeOutDuration.Value > 0.0f && !m_ResolvedAudioSource.loop && m_ResolvedAudioSource.clip != null) {
var timeRemaining = m_ResolvedAudioSource.clip.length - m_ResolvedAudioSource.time;
if (timeRemaining <= m_FadeOutDuration.Value && !m_IsFadingOut) {
m_IsFadingOut = true;
m_ElapsedTime = 0.0f;
}
if (m_IsFadingOut) {
var fadeProgress = Mathf.Clamp01(m_ElapsedTime / m_FadeOutDuration.Value);
m_ResolvedAudioSource.volume = Mathf.Lerp(m_Volume.Value, 0.0f, fadeProgress);
if (fadeProgress >= 1.0f) {
m_ResolvedAudioSource.Stop();
m_IsPlaying.Value = false;
return TaskStatus.Success;
}
}
}
return TaskStatus.Running;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_AudioClip = null;
m_Volume = 1.0f;
m_Loop = false;
m_FadeInDuration = 0.5f;
m_FadeOutDuration = 0.0f;
m_IsPlaying = null;
}
}
}
#endif