using System.Collections; using System.Collections.Generic; using SanAndreasUnity.Utilities; using UnityEngine; namespace SanAndreasUnity.Behaviours.Vehicles { public partial class Vehicle { private int m_currentRadioStationIndex; public int CurrentRadioStationIndex => m_currentRadioStationIndex; private AudioSource m_radioAudioSource; public AudioSource RadioAudioSource => m_radioAudioSource; bool m_isPlayingRadio = false; public bool IsPlayingRadio => m_isPlayingRadio; bool m_radio_pedAssignedToVehicleLastFrame = false; 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() { m_radioAudioSource = this.GetComponentOrThrow(); 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() { } void OnPedAssignedToVehicle_Radio(Ped ped, Seat seat) { m_radio_pedAssignedToVehicleLastFrame = true; } void Update_Radio() { 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 if (m_currentRadioStationIndex < 0) { this.StopPlayingRadio(); return; } // no local ped inside => no sound if (!this.IsLocalPedInside()) { this.StopPlayingRadio(); return; } // we should continue playing sound 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(); RadioStation.stations[m_currentRadioStationIndex].NextClip(); this.StartPlayingRadio(true); return; } // update current station time - this is needed in case vehicle gets destroyed - current time will not be updated - or maybe it will ? 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 if (pedAssignedToVehicleLastFrame) { if (this.IsLocalPedInside()) { // local ped is in vehicle 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; m_isWaitingForNewRadioSound = false; // save current station's time if (m_currentRadioStationIndex >= 0 && m_radioAudioSource.isPlaying) RadioStation.stations[m_currentRadioStationIndex].currentTime = m_radioAudioSource.time; m_radioAudioSource.Stop(); this.DestroyCurrentRadioClip(); } void StartPlayingRadio(bool playImmediately) { if (m_isPlayingRadio) return; if (m_currentRadioStationIndex < 0) return; m_isPlayingRadio = true; m_isWaitingForNewRadioSound = false; if (playImmediately) this.LoadAndPlayRadioSoundNow(); else this.RequestNewRadioSound(); } void RequestNewRadioSound() { this.CancelInvoke(nameof(this.LoadRadioSoundDelayed)); m_isWaitingForNewRadioSound = true; this.Invoke(nameof(this.LoadRadioSoundDelayed), 1.0f); } void LoadRadioSoundDelayed() { if (!m_isWaitingForNewRadioSound) // canceled in the meantime return; m_isWaitingForNewRadioSound = false; if (!m_isPlayingRadio) return; if (m_currentRadioStationIndex < 0) return; this.LoadAndPlayRadioSoundNow(); } void LoadAndPlayRadioSoundNow() { m_radioAudioSource.Stop(); // just in case this.DestroyCurrentRadioClip(); var clip = RadioStation.stations[m_currentRadioStationIndex].LoadCurrentClip(); if (clip != null) { m_radioAudioSource.clip = clip; m_radioAudioSource.time = RadioStation.stations[m_currentRadioStationIndex].currentTime; 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) { int index = m_currentRadioStationIndex; if (next) { index++; } else { index--; if (index < -1) index = RadioStation.stations.Length - 1; } this.SwitchRadioStation(index); } public void SwitchRadioStation(int index) { if (index < -1 || index >= RadioStation.stations.Length) index = -1; if (m_currentRadioStationIndex == index) return; this.TimeWhenRadioStationChanged = Time.time; this.StopPlayingRadio(); m_currentRadioStationIndex = index; if (this.IsLocalPedInside()) this.StartPlayingRadio(false); } } }