/
SoundManager.cs
73 lines (69 loc) · 1.66 KB
/
SoundManager.cs
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using UnityEngine;
using System.Collections;
namespace SoundManage{
public class SoundData {
public string soundstr="";
public GameObject parent=null;
public int soundTime=0;
public int elapsedTime=0;
public bool isPrePrio=false;
public bool isTrigger=false;
public bool isDone=false;
}
}
public class SoundManager : MonoBehaviour {
ArrayList queueList;
ArrayList soundList;
// Use this for initialization
void Start () {
queueList = new ArrayList();
soundList = new ArrayList();
}
// Update is called once per frame
void Update () {
if(soundList.Count<32){
foreach(SoundManage.SoundData data in queueList){
bool isInUse=false;
foreach(SoundManage.SoundData srcData in soundList){
if( (data.soundstr == srcData.soundstr) ){
if(srcData.elapsedTime < 2){
isInUse=true;
break;
}
}
if( (data.soundstr == srcData.soundstr)&&(data.parent == srcData.parent)){
if(srcData.elapsedTime < 10){
srcData.elapsedTime=0;
isInUse=true;
}
break;
}
}
if(!isInUse){
soundList.Add(data);
}
}
queueList.Clear();
}
for( int ii =0; ii < soundList.Count; ++ii){
SoundManage.SoundData srcData = (SoundManage.SoundData)(soundList[ii]);
srcData.elapsedTime++;
if(srcData.soundTime > srcData.elapsedTime){
if(!srcData.isDone){
srcData.isDone = true;
Camera.main.GetComponent<AudioSource>().Play();
}
}else{
soundList.Remove(srcData);
}
}
}
public bool queue (SoundManage.SoundData data){
data.soundTime = 30;
data.elapsedTime = 0;
data.isPrePrio = true;
data.isTrigger = true;
queueList.Add(data);
return true;
}
}