SanAndreasUnity/Assets/Scripts/Behaviours/Vehicles/Vehicle_Radio.cs

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using System.Collections;
using System.Collections.Generic;
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using SanAndreasUnity.Utilities;
using UnityEngine;
namespace SanAndreasUnity.Behaviours.Vehicles
{
public partial class Vehicle
{
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private int m_currentRadioStationIndex;
public int CurrentRadioStationIndex => m_currentRadioStationIndex;
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private AudioSource m_radioAudioSource;
public AudioSource RadioAudioSource => m_radioAudioSource;
bool m_isPlayingRadio = false;
public bool IsPlayingRadio => m_isPlayingRadio;
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bool m_radio_pedAssignedToVehicleLastFrame = false;
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bool m_isWaitingForNewRadioSound = false;
public bool IsWaitingForNewRadioSound => m_isWaitingForNewRadioSound;
public float TimeWhenRadioStationChanged { get; private set; } = float.NegativeInfinity;
public float TimeSinceRadioStationChanged => Time.time - this.TimeWhenRadioStationChanged;
void Awake_Radio()
{
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m_radioAudioSource = this.GetComponentOrThrow<AudioSource>();
m_radioAudioSource.volume = VehicleManager.Instance.radioVolume;
m_currentRadioStationIndex = Random.Range(0, RadioStation.stations.Length);
}
void OnDisable_Radio()
{
// need to destroy audio clip here, because otherwise it will stay in memory
this.StopPlayingRadio();
}
void Start_Radio()
{
}
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void OnPedAssignedToVehicle_Radio(Ped ped, Seat seat)
{
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m_radio_pedAssignedToVehicleLastFrame = true;
}
void Update_Radio()
{
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bool pedAssignedToVehicleLastFrame = m_radio_pedAssignedToVehicleLastFrame;
m_radio_pedAssignedToVehicleLastFrame = false;
if (m_isPlayingRadio)
{
// check if we should stop playing radio sound
// radio turned off => no sound
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if (m_currentRadioStationIndex < 0)
{
this.StopPlayingRadio();
return;
}
// no local ped inside => no sound
if (!this.IsLocalPedInside())
{
this.StopPlayingRadio();
return;
}
// we should continue playing sound
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if (m_isWaitingForNewRadioSound)
{
// we are waiting for sound to load
// don't do anything
}
else
{
// check if sound finished playing
if (!m_radioAudioSource.isPlaying)
{
// sound finished playing
// switch to next stream in a current radio station
this.StopPlayingRadio();
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RadioStation.stations[m_currentRadioStationIndex].NextClip();
this.StartPlayingRadio(true);
return;
}
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// update current station time - this is needed in case vehicle gets destroyed - current time will not be updated - or maybe it will ?
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RadioStation.stations[m_currentRadioStationIndex].currentTime = m_radioAudioSource.time;
}
}
else
{
// not playing radio sound
// check if we should start playing
// this can happen only if local ped entered vehicle
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if (pedAssignedToVehicleLastFrame)
{
if (this.IsLocalPedInside())
{
// local ped is in vehicle
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if (m_currentRadioStationIndex >= 0)
{
// start playing sound
this.StartPlayingRadio(false);
return;
}
}
}
// continue not playing radio sound
}
}
void StopPlayingRadio()
{
if (!m_isPlayingRadio)
return;
m_isPlayingRadio = false;
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m_isWaitingForNewRadioSound = false;
// save current station's time
if (m_currentRadioStationIndex >= 0 && m_radioAudioSource.isPlaying)
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RadioStation.stations[m_currentRadioStationIndex].currentTime = m_radioAudioSource.time;
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m_radioAudioSource.Stop();
this.DestroyCurrentRadioClip();
}
void StartPlayingRadio(bool playImmediately)
{
if (m_isPlayingRadio)
return;
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if (m_currentRadioStationIndex < 0)
return;
m_isPlayingRadio = true;
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m_isWaitingForNewRadioSound = false;
if (playImmediately)
this.LoadAndPlayRadioSoundNow();
else
this.RequestNewRadioSound();
}
void RequestNewRadioSound()
{
this.CancelInvoke(nameof(this.LoadRadioSoundDelayed));
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m_isWaitingForNewRadioSound = true;
this.Invoke(nameof(this.LoadRadioSoundDelayed), 1.0f);
}
void LoadRadioSoundDelayed()
{
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if (!m_isWaitingForNewRadioSound) // canceled in the meantime
return;
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m_isWaitingForNewRadioSound = false;
if (!m_isPlayingRadio)
return;
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if (m_currentRadioStationIndex < 0)
return;
this.LoadAndPlayRadioSoundNow();
}
void LoadAndPlayRadioSoundNow()
{
m_radioAudioSource.Stop(); // just in case
this.DestroyCurrentRadioClip();
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var clip = RadioStation.stations[m_currentRadioStationIndex].LoadCurrentClip();
if (clip != null)
{
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m_radioAudioSource.clip = clip;
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m_radioAudioSource.time = RadioStation.stations[m_currentRadioStationIndex].currentTime;
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m_radioAudioSource.Play();
// this shouldn't be done because if the audio source is stopped and started again (eg. when ped exits the vehicle),
// the clip may get destroyed before the audio source finishes playing
//Destroy(clip, clip.length);
}
}
void DestroyCurrentRadioClip()
{
if (m_radioAudioSource.clip != null)
{
Destroy(m_radioAudioSource.clip);
m_radioAudioSource.clip = null;
}
}
public void SwitchRadioStation(bool next)
{
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int index = m_currentRadioStationIndex;
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if (next)
{
index++;
}
else
{
index--;
if (index < -1)
index = RadioStation.stations.Length - 1;
}
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this.SwitchRadioStation(index);
}
public void SwitchRadioStation(int index)
{
if (index < -1 || index >= RadioStation.stations.Length)
index = -1;
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if (m_currentRadioStationIndex == index)
return;
this.TimeWhenRadioStationChanged = Time.time;
this.StopPlayingRadio();
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m_currentRadioStationIndex = index;
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if (this.IsLocalPedInside())
this.StartPlayingRadio(false);
}
}
}