mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-23 20:43:04 +00:00
249 lines
No EOL
7.3 KiB
C#
249 lines
No EOL
7.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.Vehicles
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{
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public partial class Vehicle
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{
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private int m_currentRadioStationIndex;
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public int CurrentRadioStationIndex => m_currentRadioStationIndex;
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private AudioSource m_radioAudioSource;
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public AudioSource RadioAudioSource => m_radioAudioSource;
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bool m_isPlayingRadio = false;
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public bool IsPlayingRadio => m_isPlayingRadio;
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bool m_radio_pedAssignedToVehicleLastFrame = false;
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bool m_isWaitingForNewRadioSound = false;
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public bool IsWaitingForNewRadioSound => m_isWaitingForNewRadioSound;
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public float TimeWhenRadioStationChanged { get; private set; } = float.NegativeInfinity;
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public float TimeSinceRadioStationChanged => Time.time - this.TimeWhenRadioStationChanged;
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void Awake_Radio()
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{
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m_radioAudioSource = this.GetComponent<AudioSource>();
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m_currentRadioStationIndex = Random.Range(0, RadioStation.stations.Length);
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}
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void OnDisable_Radio()
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{
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// need to destroy audio clip here, because otherwise it will stay in memory
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this.StopPlayingRadio();
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}
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void Start_Radio()
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{
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}
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void OnPedAssignedToVehicle_Radio(Ped ped, Seat seat)
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{
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m_radio_pedAssignedToVehicleLastFrame = true;
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}
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void Update_Radio()
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{
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bool pedAssignedToVehicleLastFrame = m_radio_pedAssignedToVehicleLastFrame;
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m_radio_pedAssignedToVehicleLastFrame = false;
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if (m_isPlayingRadio)
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{
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// check if we should stop playing radio sound
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// radio turned off => no sound
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if (m_currentRadioStationIndex < 0)
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{
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this.StopPlayingRadio();
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return;
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}
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// no local ped inside => no sound
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if (!this.IsLocalPedInside())
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{
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this.StopPlayingRadio();
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return;
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}
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// we should continue playing sound
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if (m_isWaitingForNewRadioSound)
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{
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// we are waiting for sound to load
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// don't do anything
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}
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else
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{
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// check if sound finished playing
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if (!m_radioAudioSource.isPlaying)
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{
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// sound finished playing
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// switch to next stream in a current radio station
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this.StopPlayingRadio();
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RadioStation.stations[m_currentRadioStationIndex].NextClip();
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this.StartPlayingRadio(true);
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return;
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}
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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;
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}
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}
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else
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{
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// not playing radio sound
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// check if we should start playing
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// this can happen only if local ped entered vehicle
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if (pedAssignedToVehicleLastFrame)
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{
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if (this.IsLocalPedInside())
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{
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// local ped is in vehicle
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if (m_currentRadioStationIndex >= 0)
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{
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// start playing sound
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this.StartPlayingRadio(false);
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return;
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}
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}
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}
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// continue not playing radio sound
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}
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}
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void StopPlayingRadio()
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{
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if (!m_isPlayingRadio)
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return;
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m_isPlayingRadio = false;
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m_isWaitingForNewRadioSound = false;
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// save current station's time
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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();
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this.DestroyCurrentRadioClip();
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}
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void StartPlayingRadio(bool playImmediately)
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{
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if (m_isPlayingRadio)
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return;
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if (m_currentRadioStationIndex < 0)
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return;
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m_isPlayingRadio = true;
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m_isWaitingForNewRadioSound = false;
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if (playImmediately)
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this.LoadAndPlayRadioSoundNow();
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else
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this.RequestNewRadioSound();
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}
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void RequestNewRadioSound()
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{
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this.CancelInvoke(nameof(this.LoadRadioSoundDelayed));
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m_isWaitingForNewRadioSound = true;
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this.Invoke(nameof(this.LoadRadioSoundDelayed), 1.0f);
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}
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void LoadRadioSoundDelayed()
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{
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if (!m_isWaitingForNewRadioSound) // canceled in the meantime
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return;
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m_isWaitingForNewRadioSound = false;
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if (!m_isPlayingRadio)
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return;
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if (m_currentRadioStationIndex < 0)
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return;
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this.LoadAndPlayRadioSoundNow();
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}
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void LoadAndPlayRadioSoundNow()
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{
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m_radioAudioSource.Stop(); // just in case
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this.DestroyCurrentRadioClip();
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var clip = RadioStation.stations[m_currentRadioStationIndex].LoadCurrentClip();
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if (clip != null)
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{
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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();
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// this shouldn't be done because if the audio source is stopped and started again (eg. when ped exits the vehicle),
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// the clip may get destroyed before the audio source finishes playing
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//Destroy(clip, clip.length);
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}
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}
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void DestroyCurrentRadioClip()
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{
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if (m_radioAudioSource.clip != null)
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{
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Destroy(m_radioAudioSource.clip);
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m_radioAudioSource.clip = null;
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}
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}
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public void SwitchRadioStation(bool next)
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{
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int index = m_currentRadioStationIndex;
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if (next)
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{
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index++;
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}
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else
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{
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index--;
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if (index < -1)
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index = RadioStation.stations.Length - 1;
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}
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this.SwitchRadioStation(index);
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}
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public void SwitchRadioStation(int index)
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{
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if (index < -1 || index >= RadioStation.stations.Length)
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index = -1;
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if (m_currentRadioStationIndex == index)
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return;
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this.TimeWhenRadioStationChanged = Time.time;
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this.StopPlayingRadio();
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m_currentRadioStationIndex = index;
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if (this.IsLocalPedInside())
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this.StartPlayingRadio(false);
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}
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}
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} |