public void StartFollowing(Transform transToFollow, string soundType, string variationName, float volume, float trigRadius,
                               bool willFollowSource, bool positionAtClosestColliderPoint,
                               bool useTopCollider, bool useChildColliders,
                               MasterAudio.AmbientSoundExitMode exitMode, float exitFadeTime,
                               MasterAudio.AmbientSoundReEnterMode reEnterMode, float reEnterFadeTime)
    {
        RuntimeFollowingTransform = transToFollow;
        _goToFollow = transToFollow.gameObject;
#if PHY3D_ENABLED
        Trigger.radius = trigRadius;
#endif
        _soundType        = soundType;
        _variationName    = variationName;
        _playVolume       = volume;
        _willFollowSource = willFollowSource;
        _exitMode         = exitMode;
        _exitFadeTime     = exitFadeTime;
        _reEnterMode      = reEnterMode;
        _reEnterFadeTime  = reEnterFadeTime;
#if PHY3D_ENABLED
        _lastPositionByCollider.Clear();
#endif
#if PHY2D_ENABLED
        _lastPositionByCollider2D.Clear();
#endif

        if (useTopCollider)
        {
#if PHY3D_ENABLED
            Collider col3D = transToFollow.GetComponent <Collider>();
#else
            Component col3D = null;
#endif
            if (col3D != null)
            {
#if PHY3D_ENABLED
                _actorColliders.Add(col3D);
                _lastPositionByCollider.Add(col3D, transToFollow.position);
#endif
            }
            else
            {
#if PHY2D_ENABLED
                Collider2D col2D = transToFollow.GetComponent <Collider2D>();
                if (col2D != null)
                {
                    _actorColliders2D.Add(col2D);
                    _lastPositionByCollider2D.Add(col2D, transToFollow.position);
                }
#endif
            }
        }

        if (useChildColliders && transToFollow != null)
        {
            for (var i = 0; i < transToFollow.childCount; i++)
            {
#if PHY3D_ENABLED || PHY2D_ENABLED
                var child = transToFollow.GetChild(i);
#endif

#if PHY3D_ENABLED
                Collider col3D = child.GetComponent <Collider>();
                if (col3D != null)
                {
                    _actorColliders.Add(col3D);
                    _lastPositionByCollider.Add(col3D, transToFollow.position);
                    continue;
                }
#endif

#if PHY2D_ENABLED
                Collider2D col2D = child.GetComponent <Collider2D>();
                if (col2D != null)
                {
                    _actorColliders2D.Add(col2D);
                    _lastPositionByCollider2D.Add(col2D, transToFollow.position);
                }
#endif
            }
        }

        _lastListenerPos = MasterAudio.ListenerTrans.position;

#if UNITY_5_6_OR_NEWER
        var col3DCount = 0;
        var col2DCount = 0;

#if PHY3D_ENABLED
        col3DCount = _actorColliders.Count;
#endif
#if PHY2D_ENABLED
        col2DCount = _actorColliders2D.Count;
#endif

        if (col3DCount == 0 && col2DCount == 0 && positionAtClosestColliderPoint)
        {
            Debug.Log("Can't follow collider of '" + transToFollow.name + "' because it doesn't have any colliders.");
        }
        else
        {
            _positionAtClosestColliderPoint = positionAtClosestColliderPoint;
            if (_positionAtClosestColliderPoint)
            {
                RecalcClosestColliderPosition(true);
                MasterAudio.QueueTransformFollowerForColliderPositionRecalc(this);
            }
        }
#endif
    }
Example #2
0
        public static Transform InitAudioSourceFollower(Transform transToFollow, string followerName, string soundGroupName, string variationName,
                                                        float volume,
                                                        bool willFollowSource, bool willPositionOnClosestColliderPoint,
                                                        bool useTopCollider, bool useChildColliders,
                                                        MasterAudio.AmbientSoundExitMode exitMode, float exitFadeTime,
                                                        MasterAudio.AmbientSoundReEnterMode reEnterMode, float reEnterFadeTime)
        {
#if !PHY3D_ENABLED
            return(null); // there is no Ambient Sound script functionality without Physics.
#else
            if (ListenerFollower == null || FollowerHolder == null)
            {
                return(null);
            }

            var grp = MasterAudio.GrabGroup(soundGroupName);
            if (grp == null)
            {
                return(null);
            }

            if (grp.groupVariations.Count == 0)
            {
                return(null);
            }

            SoundGroupVariation variation = null;
            if (!string.IsNullOrEmpty(variationName))
            {
                variation = grp.groupVariations.Find(delegate(SoundGroupVariation v) {
                    return(v.name == variationName);
                });

                if (variation == null)
                {
                    Debug.LogError("Could not find Variation '" + variationName + "' in Sound Group '" + soundGroupName);
                    return(null);
                }
            }
            else
            {
                variation = grp.groupVariations[0];
            }

            var triggerRadius = variation.VarAudio.maxDistance;

            var follower     = new GameObject(followerName);
            var existingDupe = FollowerHolder.GetChildTransform(followerName);
            if (existingDupe != null)
            {
                GameObject.Destroy(existingDupe.gameObject);
            }

            follower.transform.parent = FollowerHolder;
            follower.gameObject.layer = FollowerHolder.gameObject.layer;
            var followerScript = follower.gameObject.AddComponent <TransformFollower>();

            followerScript.StartFollowing(transToFollow, soundGroupName, variationName, volume, triggerRadius, willFollowSource, willPositionOnClosestColliderPoint, useTopCollider,
                                          useChildColliders, exitMode, exitFadeTime, reEnterMode, reEnterFadeTime);

            _transformFollowers.Add(followerScript);

            return(follower.transform);
#endif
        }
Example #3
0
        public static Transform InitAudioSourceFollower(Transform transToFollow, string followerName, string soundGroupName, string variationName, bool willFollowSource, bool willPositionOnClosestColliderPoint,
                                                        bool useTopCollider, bool useChildColliders, MasterAudio.AmbientSoundExitMode exitMode, float exitFadeTime)
        {
            if (ListenerFollower == null || FollowerHolder == null)
            {
                return(null);
            }

            var grp = MasterAudio.GrabGroup(soundGroupName);

            if (grp == null)
            {
                return(null);
            }

            if (grp.groupVariations.Count == 0)
            {
                return(null);
            }

            var triggerRadius = grp.groupVariations[0].VarAudio.maxDistance;

            var follower     = new GameObject(followerName);
            var existingDupe = FollowerHolder.GetChildTransform(followerName);

            if (existingDupe != null)
            {
                GameObject.Destroy(existingDupe.gameObject);
            }

            follower.transform.parent = FollowerHolder;
            follower.gameObject.layer = FollowerHolder.gameObject.layer;
            var followerScript = follower.gameObject.AddComponent <TransformFollower>();

            followerScript.StartFollowing(transToFollow, soundGroupName, variationName, triggerRadius, willFollowSource, willPositionOnClosestColliderPoint, useTopCollider,
                                          useChildColliders, exitMode, exitFadeTime);

            _transformFollowers.Add(followerScript);

            return(follower.transform);
        }