Improve diapason
This commit is contained in:
@@ -59,12 +59,6 @@ namespace Unheimlich.Audio
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[SerializeField] private float _maxDistance = 10f;
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[SerializeField] private AnimationCurve _distanceAttenuation = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
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[Header("Vibration Settings")]
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[SerializeField] private bool _enableVibration = true;
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[SerializeField] private float _vibrationIntensityMin = 0.1f;
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[SerializeField] private float _vibrationIntensityMax = 0.5f;
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[SerializeField] private float _vibrationFrequency = 10f;
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[Header("Visual Feedback")]
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[SerializeField] private ParticleSystem _emitterParticles;
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@@ -168,17 +162,6 @@ namespace Unheimlich.Audio
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duration);
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}
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public void ResetConcentrationVolume()
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{
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TweenHelper.CancelTween(ref _concentrationFadeTweenId);
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if (_continuousAudioSource == null)
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return;
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float baselineVolume = _continuousBaseVolume * BASELINE_VOLUME_MULTIPLIER;
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_continuousAudioSource.volume = baselineVolume;
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}
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/// <summary>
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/// Starts the listening sequence for this emitter.
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/// Blocked if the emitter has already been tapped during this session.
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@@ -253,9 +236,6 @@ namespace Unheimlich.Audio
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_audioSource.loop = _loopStaticAudio;
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_audioSource.Play();
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}
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if (_enableVibration)
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StartVibration();
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}
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/// <summary>
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@@ -295,7 +275,6 @@ namespace Unheimlich.Audio
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}
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EnableReverb(false);
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StopVibration();
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}
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private void Update()
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@@ -311,8 +290,6 @@ namespace Unheimlich.Audio
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PlayProceduralSound();
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_nextProceduralEventTime = _listeningTimer + Random.Range(_durationMin, _durationMax);
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}
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UpdateVibration();
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}
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@@ -420,39 +397,6 @@ namespace Unheimlich.Audio
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}
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}
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private void StartVibration()
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{
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if (Gamepad.current == null)
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return;
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float distance = Vector3.Distance(_listenerPosition, transform.position);
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float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance));
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float intensity = Mathf.Lerp(_vibrationIntensityMin, _vibrationIntensityMax, distanceFactor);
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Gamepad.current.SetMotorSpeeds(intensity, intensity);
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}
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private void UpdateVibration()
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{
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if (!_enableVibration || Gamepad.current == null)
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return;
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float distance = Vector3.Distance(_listenerPosition, transform.position);
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float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance));
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float intensity = Mathf.Lerp(_vibrationIntensityMin, _vibrationIntensityMax, distanceFactor);
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float vibrationPattern = Mathf.Abs(Mathf.Sin(Time.time * _vibrationFrequency));
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intensity *= vibrationPattern;
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Gamepad.current.SetMotorSpeeds(intensity, intensity);
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}
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private void StopVibration()
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{
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if (Gamepad.current != null)
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Gamepad.current.SetMotorSpeeds(0f, 0f);
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}
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private void OnDisable()
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{
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StopListening();
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@@ -1,91 +0,0 @@
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using UnityEngine;
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using UnityEngine.Events;
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namespace Unheimlich.Audio
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{
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public class AudioListenableEvent : MonoBehaviour
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{
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[Header("Event Settings")]
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[SerializeField] private bool _triggerOnce = false;
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[SerializeField] private float _delayBeforeEvent = 0f;
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[Header("Events")]
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[SerializeField] private UnityEvent _onListeningStarted;
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[SerializeField] private UnityEvent _onListeningStopped;
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[SerializeField] private UnityEvent _onFirstListen;
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private AudioListenable _listenable;
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private bool _hasBeenListenedTo = false;
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private bool _isCurrentlyListening = false;
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private void Awake()
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{
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_listenable = GetComponent<AudioListenable>();
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if (_listenable == null)
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{
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Debug.LogError($"AudioListenableEvent on {gameObject.name} requires AudioListenable component!");
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enabled = false;
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}
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}
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private void Update()
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{
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if (_listenable == null)
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return;
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bool wasListening = _isCurrentlyListening;
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if (wasListening && !_isCurrentlyListening)
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{
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OnListeningStopped();
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}
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}
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public void OnListeningStart()
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{
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if (_triggerOnce && _hasBeenListenedTo)
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return;
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_isCurrentlyListening = true;
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if (_delayBeforeEvent > 0)
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Invoke(nameof(TriggerListeningStartedEvent), _delayBeforeEvent);
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else
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TriggerListeningStartedEvent();
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if (!_hasBeenListenedTo)
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{
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_hasBeenListenedTo = true;
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_onFirstListen?.Invoke();
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}
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}
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private void TriggerListeningStartedEvent()
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{
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_onListeningStarted?.Invoke();
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}
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private void OnListeningStopped()
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{
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_isCurrentlyListening = false;
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_onListeningStopped?.Invoke();
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}
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public void EnableListenable()
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{
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if (_listenable != null)
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_listenable.enabled = true;
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}
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public void DisableListenable()
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{
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if (_listenable != null)
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_listenable.enabled = false;
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}
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public void ResetTrigger()
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{
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_hasBeenListenedTo = false;
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 522dcfb634e07d240afa8ae5344fc785
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@@ -249,36 +249,6 @@ namespace Unheimlich.Audio
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}
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}
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private float CalculateVolumeFromDistance(float distance, AudioSource source)
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{
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float baseVolume = source.volume;
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AudioSourceDemo demo = source.GetComponent<AudioSourceDemo>();
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if (demo != null)
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baseVolume = demo.OriginalVolume;
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if (distance > source.maxDistance)
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return 0f;
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if (distance < source.minDistance)
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return baseVolume;
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switch (source.rolloffMode)
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{
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case AudioRolloffMode.Logarithmic:
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float normalizedDist = (distance - source.minDistance) / (source.maxDistance - source.minDistance);
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float logVolume = baseVolume * (1f / (1f + normalizedDist * 10f));
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return logVolume * Mathf.Pow(1f - normalizedDist, _volumeRolloffPower);
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case AudioRolloffMode.Linear:
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float linearFactor = 1f - ((distance - source.minDistance) / (source.maxDistance - source.minDistance));
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linearFactor = Mathf.Pow(linearFactor, _volumeRolloffPower);
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return baseVolume * Mathf.Max(0f, linearFactor);
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default:
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return baseVolume;
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}
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}
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private AudioSource GetOrCreateProxy(AudioSource remoteSource)
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{
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@@ -1,102 +0,0 @@
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using UnityEngine;
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namespace Unheimlich.Audio
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{
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[RequireComponent(typeof(AudioListenable))]
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public class ThroughWallListener : MonoBehaviour
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{
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[Header("Behind Wall Detection")]
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[SerializeField] private LayerMask _detectionLayers;
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[SerializeField] private float _detectionDistance = 2f;
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[SerializeField] private float _detectionRadius = 1f;
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[Header("Audio Feedback")]
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[SerializeField] private AudioClip _nothingBehindClip;
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[SerializeField] private AudioClip _somethingBehindClip;
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[SerializeField] private AudioClip _importantObjectClip;
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[SerializeField] private string _importantObjectTag = "Important";
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[Header("Visual Feedback")]
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[SerializeField] private GameObject _highlightEffectPrefab;
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[SerializeField] private float _highlightDuration = 3f;
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private AudioSource _audioSource;
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private AudioListenable _listenable;
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private GameObject _currentHighlight;
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private void Awake()
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{
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_listenable = GetComponent<AudioListenable>();
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_audioSource = GetComponent<AudioSource>();
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if (_audioSource == null)
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_audioSource = gameObject.AddComponent<AudioSource>();
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}
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private void Update()
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{
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}
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public void OnWallListened()
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{
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Vector3 checkPosition = transform.position + transform.forward * (_detectionDistance * 0.5f);
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Collider[] hitColliders = Physics.OverlapSphere(checkPosition, _detectionRadius, _detectionLayers);
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if (hitColliders.Length > 0)
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{
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bool foundImportant = false;
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foreach (Collider col in hitColliders)
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{
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if (col.CompareTag(_importantObjectTag))
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{
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foundImportant = true;
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PlayFeedbackSound(_importantObjectClip);
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ShowHighlight(col.transform.position);
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break;
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}
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}
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if (!foundImportant)
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{
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PlayFeedbackSound(_somethingBehindClip);
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}
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}
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else
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{
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PlayFeedbackSound(_nothingBehindClip);
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}
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}
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private void PlayFeedbackSound(AudioClip clip)
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{
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if (clip != null && _audioSource != null)
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{
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_audioSource.PlayOneShot(clip);
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}
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}
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private void ShowHighlight(Vector3 position)
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{
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if (_highlightEffectPrefab != null)
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{
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if (_currentHighlight != null)
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Destroy(_currentHighlight);
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_currentHighlight = Instantiate(_highlightEffectPrefab, position, Quaternion.identity);
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Destroy(_currentHighlight, _highlightDuration);
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}
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.yellow;
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Vector3 checkPosition = transform.position + transform.forward * (_detectionDistance * 0.5f);
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Gizmos.DrawWireSphere(checkPosition, _detectionRadius);
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Gizmos.color = Color.blue;
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Gizmos.DrawRay(transform.position, transform.forward * _detectionDistance);
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 3fad34f7be8a64242984b14410478690
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@@ -1,181 +0,0 @@
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using UnityEngine;
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using UnityEditor;
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using Unheimlich.Audio;
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namespace Unheimlich.Editor
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{
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public class AudioListenableBatchSetup : EditorWindow
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{
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private AudioEmitterType _selectedType = AudioEmitterType.Wall;
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private LayerMask _targetLayer;
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private bool _overwriteExisting = false;
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[MenuItem("Tools/Unheimlich/Audio Listenable Batch Setup")]
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public static void ShowWindow()
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{
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GetWindow<AudioListenableBatchSetup>("Audio Batch Setup");
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}
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private void OnGUI()
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{
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GUILayout.Label("Batch Audio Listenable Setup", EditorStyles.boldLabel);
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EditorGUILayout.Space(10);
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EditorGUILayout.HelpBox(
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"This tool adds AudioListenable components to all selected GameObjects in the scene.",
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MessageType.Info
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);
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EditorGUILayout.Space(5);
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_selectedType = (AudioEmitterType)EditorGUILayout.EnumPopup("Emitter Type", _selectedType);
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_overwriteExisting = EditorGUILayout.Toggle("Overwrite Existing", _overwriteExisting);
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EditorGUILayout.Space(10);
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if (GUILayout.Button("Add to Selected Objects", GUILayout.Height(30)))
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{
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AddToSelectedObjects();
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}
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EditorGUILayout.Space(5);
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EditorGUILayout.LabelField("Quick Presets", EditorStyles.boldLabel);
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if (GUILayout.Button("Setup All Walls in Scene"))
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{
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SetupObjectsByName("wall", AudioEmitterType.Wall);
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}
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if (GUILayout.Button("Setup All Doors in Scene"))
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{
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SetupObjectsByName("door", AudioEmitterType.Wood);
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}
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}
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private void AddToSelectedObjects()
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{
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GameObject[] selectedObjects = Selection.gameObjects;
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if (selectedObjects.Length == 0)
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{
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EditorUtility.DisplayDialog("No Selection", "Please select at least one GameObject in the scene.", "OK");
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return;
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}
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int addedCount = 0;
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int skippedCount = 0;
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foreach (GameObject obj in selectedObjects)
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{
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AudioListenable existing = obj.GetComponent<AudioListenable>();
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if (existing != null && !_overwriteExisting)
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{
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skippedCount++;
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continue;
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}
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if (existing == null)
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{
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Undo.AddComponent<AudioListenable>(obj);
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existing = obj.GetComponent<AudioListenable>();
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}
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ConfigureListenable(existing, _selectedType);
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addedCount++;
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}
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EditorUtility.DisplayDialog(
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"Batch Setup Complete",
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$"Added/Updated: {addedCount}\nSkipped: {skippedCount}",
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"OK"
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);
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}
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private void SetupObjectsByName(string nameContains, AudioEmitterType type)
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{
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GameObject[] allObjects = FindObjectsByType<GameObject>(FindObjectsSortMode.None);
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int count = 0;
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foreach (GameObject obj in allObjects)
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{
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if (obj.name.ToLower().Contains(nameContains.ToLower()))
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{
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AudioListenable existing = obj.GetComponent<AudioListenable>();
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if (existing == null)
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{
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Undo.AddComponent<AudioListenable>(obj);
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existing = obj.GetComponent<AudioListenable>();
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}
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ConfigureListenable(existing, type);
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count++;
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}
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}
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EditorUtility.DisplayDialog(
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"Setup Complete",
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$"Configured {count} objects containing '{nameContains}' as {type}",
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"OK"
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);
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}
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private void ConfigureListenable(AudioListenable listenable, AudioEmitterType type)
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{
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SerializedObject so = new SerializedObject(listenable);
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so.FindProperty("_emitterType").enumValueIndex = (int)type;
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so.FindProperty("_useProceduralAudio").boolValue = true;
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switch (type)
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{
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case AudioEmitterType.Wall:
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so.FindProperty("_baseFrequency").floatValue = 200f;
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so.FindProperty("_frequencyVariation").floatValue = 20f;
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so.FindProperty("_volumeMin").floatValue = 0.2f;
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so.FindProperty("_volumeMax").floatValue = 0.4f;
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break;
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case AudioEmitterType.Metal:
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so.FindProperty("_baseFrequency").floatValue = 800f;
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so.FindProperty("_frequencyVariation").floatValue = 100f;
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so.FindProperty("_volumeMin").floatValue = 0.4f;
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so.FindProperty("_volumeMax").floatValue = 0.7f;
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break;
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case AudioEmitterType.Wood:
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so.FindProperty("_baseFrequency").floatValue = 300f;
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so.FindProperty("_frequencyVariation").floatValue = 50f;
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so.FindProperty("_volumeMin").floatValue = 0.3f;
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so.FindProperty("_volumeMax").floatValue = 0.6f;
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break;
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case AudioEmitterType.Glass:
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so.FindProperty("_baseFrequency").floatValue = 1200f;
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so.FindProperty("_frequencyVariation").floatValue = 150f;
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so.FindProperty("_volumeMin").floatValue = 0.3f;
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so.FindProperty("_volumeMax").floatValue = 0.6f;
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break;
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case AudioEmitterType.Stone:
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so.FindProperty("_baseFrequency").floatValue = 250f;
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so.FindProperty("_frequencyVariation").floatValue = 30f;
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so.FindProperty("_volumeMin").floatValue = 0.3f;
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so.FindProperty("_volumeMax").floatValue = 0.5f;
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break;
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case AudioEmitterType.Mechanical:
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so.FindProperty("_baseFrequency").floatValue = 500f;
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so.FindProperty("_frequencyVariation").floatValue = 80f;
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so.FindProperty("_volumeMin").floatValue = 0.4f;
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so.FindProperty("_volumeMax").floatValue = 0.7f;
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break;
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}
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so.ApplyModifiedProperties();
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EditorUtility.SetDirty(listenable);
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}
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||||
}
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||||
}
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||||
@@ -1,2 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: 5d813501fc2b446419db87d892d79ce3
|
||||
+184
-4
@@ -4,6 +4,7 @@ using UnityEngine.InputSystem;
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||||
using Unheimlich.Audio;
|
||||
using Unheimlich.Core;
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||||
using Unheimlich.Utility;
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||||
using Unheimlich.Gameplay.Player;
|
||||
using InputManager = Unheimlich.Managers.PlayerInputManager;
|
||||
|
||||
namespace Unheimlich.Gameplay.Player
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||||
@@ -38,11 +39,14 @@ namespace Unheimlich.Gameplay.Player
|
||||
[SerializeField] private float _diapasonTweenDuration = 0.3f;
|
||||
[SerializeField] private float _diapasonHideOffset = -0.5f;
|
||||
[SerializeField] private AnimationCurve _diapasonTweenCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
|
||||
[SerializeField] private float _vibrationDuration = 15f;
|
||||
|
||||
[Header("Camera Settings")]
|
||||
[SerializeField] private float _cameraPanSpeed = 2f;
|
||||
[SerializeField] private float _cameraPanBorderSize = 0.1f;
|
||||
[SerializeField] private float _maxCameraPanAngle = 15f;
|
||||
[SerializeField] private float _cameraAlignmentSpeed = 3f;
|
||||
[SerializeField] private float _cameraAlignmentThreshold = 0.5f;
|
||||
|
||||
[Header("Visual Feedback")]
|
||||
[SerializeField] private float _vignetteIntensity = 0.5f;
|
||||
@@ -78,8 +82,14 @@ namespace Unheimlich.Gameplay.Player
|
||||
private float _originalAmbientVolume;
|
||||
private Vector3 _diapasonEquippedPosition;
|
||||
private Vector3 _diapasonHiddenPosition;
|
||||
private Vector3 _originalCameraLocalPosition;
|
||||
private Vector3 _originalPlayerPosition;
|
||||
private Vector3 _originalPlayerRotation;
|
||||
private Vector3 _originalCameraLocalRotation;
|
||||
private bool _canUseDiapason;
|
||||
private bool _isFadingOutConcentration;
|
||||
private Coroutine _returnCoroutine;
|
||||
private Coroutine _vibrationCoroutine;
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
@@ -87,6 +97,15 @@ namespace Unheimlich.Gameplay.Player
|
||||
if (_playerAudioSource == null)
|
||||
_playerAudioSource = gameObject.AddComponent<AudioSource>();
|
||||
|
||||
if (_playerCamera != null)
|
||||
{
|
||||
_originalCameraLocalPosition = _playerCamera.transform.localPosition;
|
||||
_originalCameraLocalRotation = _playerCamera.transform.localEulerAngles;
|
||||
}
|
||||
|
||||
_originalPlayerPosition = transform.position;
|
||||
_originalPlayerRotation = transform.eulerAngles;
|
||||
|
||||
if (_diapasonObject != null)
|
||||
{
|
||||
_diapasonEquippedPosition = _diapasonObject.transform.localPosition;
|
||||
@@ -222,10 +241,11 @@ namespace Unheimlich.Gameplay.Player
|
||||
|
||||
/// <summary>
|
||||
/// Main listening sequence coroutine:
|
||||
/// 1. Concentration phase - player breathes in, diapason animates out
|
||||
/// 2. Volume fades from 30% to 100% during concentration
|
||||
/// 3. After concentration duration, enters listening mode
|
||||
/// 4. Vignette appears, camera pan enabled, cursor shown
|
||||
/// 1. Camera aligns perpendicular to the target object
|
||||
/// 2. Concentration phase - player breathes in, diapason animates out
|
||||
/// 3. Volume fades from 30% to 100% during concentration
|
||||
/// 4. After concentration duration, enters listening mode
|
||||
/// 5. Vignette appears, camera pan enabled, cursor shown
|
||||
/// </summary>
|
||||
private IEnumerator ListeningSequence()
|
||||
{
|
||||
@@ -233,7 +253,11 @@ namespace Unheimlich.Gameplay.Player
|
||||
InputManager.SetContext(InputManager.InputContext.Listening);
|
||||
|
||||
if (_currentTargetEmitter != null)
|
||||
{
|
||||
_currentTargetEmitter.SetConcentrating(true);
|
||||
|
||||
yield return StartCoroutine(AlignCameraToTarget(_currentTargetEmitter.transform));
|
||||
}
|
||||
|
||||
if (_diapasonObject != null)
|
||||
{
|
||||
@@ -281,6 +305,8 @@ namespace Unheimlich.Gameplay.Player
|
||||
/// - Stops emitter listening
|
||||
/// - Hides vignette and cursor
|
||||
/// - Re-enables player movement
|
||||
/// - Restores player position, rotation and camera with lerp
|
||||
/// - Resets diapason animation to idle
|
||||
/// </summary>
|
||||
private void StopListeningMode()
|
||||
{
|
||||
@@ -290,9 +316,21 @@ namespace Unheimlich.Gameplay.Player
|
||||
_listeningCoroutine = null;
|
||||
}
|
||||
|
||||
if (_vibrationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_vibrationCoroutine);
|
||||
_vibrationCoroutine = null;
|
||||
}
|
||||
|
||||
IsListening = false;
|
||||
IsConcentrating = false;
|
||||
|
||||
if (_returnCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_returnCoroutine);
|
||||
}
|
||||
_returnCoroutine = StartCoroutine(ReturnToOriginalPosition());
|
||||
|
||||
if (_playerAudioSource != null && _playerAudioSource.isPlaying)
|
||||
{
|
||||
TweenHelper.CancelTween(ref _playerAudioFadeTweenId);
|
||||
@@ -317,6 +355,7 @@ namespace Unheimlich.Gameplay.Player
|
||||
if (_diapasonAnimator != null)
|
||||
{
|
||||
_diapasonAnimator.SetBool(ANIM_BOOL_VIBRATING, false);
|
||||
_diapasonAnimator.Play("Idle", 0, 0f);
|
||||
_diapasonAnimator.enabled = false;
|
||||
}
|
||||
|
||||
@@ -364,6 +403,127 @@ namespace Unheimlich.Gameplay.Player
|
||||
_isFadingOutConcentration = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Aligns the player and camera to the target object:
|
||||
/// - Player moves along target's local X axis to align with target center
|
||||
/// - Player rotates to face the target
|
||||
/// - Camera pitch adjusts to look at target center
|
||||
/// </summary>
|
||||
private IEnumerator AlignCameraToTarget(Transform target)
|
||||
{
|
||||
if (_playerCamera == null || target == null)
|
||||
yield break;
|
||||
|
||||
_originalCameraLocalPosition = _playerCamera.transform.localPosition;
|
||||
_originalCameraLocalRotation = _playerCamera.transform.localEulerAngles;
|
||||
_originalPlayerPosition = transform.position;
|
||||
_originalPlayerRotation = transform.eulerAngles;
|
||||
|
||||
Vector3 targetCenter = target.position;
|
||||
Renderer targetRenderer = target.GetComponent<Renderer>();
|
||||
if (targetRenderer != null)
|
||||
{
|
||||
targetCenter = targetRenderer.bounds.center;
|
||||
}
|
||||
else
|
||||
{
|
||||
Collider targetCollider = target.GetComponent<Collider>();
|
||||
if (targetCollider != null)
|
||||
targetCenter = targetCollider.bounds.center;
|
||||
}
|
||||
|
||||
Vector3 startPlayerPos = transform.position;
|
||||
Vector3 startPlayerRotation = transform.eulerAngles;
|
||||
Vector3 startCameraLocalRotation = _playerCamera.transform.localEulerAngles;
|
||||
|
||||
float startPitch = startCameraLocalRotation.x;
|
||||
if (startPitch > 180f)
|
||||
startPitch -= 360f;
|
||||
|
||||
float elapsed = 0f;
|
||||
float duration = 1f / _cameraAlignmentSpeed;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.SmoothStep(0f, 1f, elapsed / duration);
|
||||
|
||||
Vector3 currentCameraPos = _playerCamera.transform.position;
|
||||
Vector3 toTarget = targetCenter - currentCameraPos;
|
||||
Vector3 directionToTarget = toTarget.normalized;
|
||||
|
||||
Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
|
||||
float targetYaw = targetRotation.eulerAngles.y;
|
||||
float targetPitch = -Mathf.Asin(directionToTarget.y) * Mathf.Rad2Deg;
|
||||
|
||||
Vector3 targetRightAxis = target.right;
|
||||
Vector3 playerToTargetCenter = targetCenter - transform.position;
|
||||
float offsetAlongTargetRight = Vector3.Dot(playerToTargetCenter, targetRightAxis);
|
||||
Vector3 targetPlayerPos = transform.position + targetRightAxis * offsetAlongTargetRight;
|
||||
|
||||
Vector3 currentPlayerPos = Vector3.Lerp(startPlayerPos, targetPlayerPos, t);
|
||||
transform.position = currentPlayerPos;
|
||||
|
||||
float currentYaw = Mathf.LerpAngle(startPlayerRotation.y, targetYaw, t);
|
||||
transform.eulerAngles = new Vector3(0f, currentYaw, 0f);
|
||||
|
||||
float currentPitch = Mathf.LerpAngle(startPitch, targetPitch, t);
|
||||
_playerCamera.transform.localEulerAngles = new Vector3(currentPitch, 0f, 0f);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns player and camera to original position and rotation with smooth lerp.
|
||||
/// </summary>
|
||||
private IEnumerator ReturnToOriginalPosition()
|
||||
{
|
||||
if (_playerCamera == null)
|
||||
yield break;
|
||||
|
||||
Vector3 startPlayerPos = transform.position;
|
||||
Vector3 startPlayerRotation = transform.eulerAngles;
|
||||
Vector3 startCameraLocalPos = _playerCamera.transform.localPosition;
|
||||
Vector3 startCameraLocalRotation = _playerCamera.transform.localEulerAngles;
|
||||
|
||||
float startPitch = startCameraLocalRotation.x;
|
||||
if (startPitch > 180f)
|
||||
startPitch -= 360f;
|
||||
|
||||
float targetPitch = _originalCameraLocalRotation.x;
|
||||
if (targetPitch > 180f)
|
||||
targetPitch -= 360f;
|
||||
|
||||
float elapsed = 0f;
|
||||
float duration = 1f / _cameraAlignmentSpeed;
|
||||
|
||||
while (elapsed < duration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = Mathf.SmoothStep(0f, 1f, elapsed / duration);
|
||||
|
||||
transform.position = Vector3.Lerp(startPlayerPos, _originalPlayerPosition, t);
|
||||
|
||||
float currentYaw = Mathf.LerpAngle(startPlayerRotation.y, _originalPlayerRotation.y, t);
|
||||
transform.eulerAngles = new Vector3(0f, currentYaw, 0f);
|
||||
|
||||
float currentPitch = Mathf.LerpAngle(startPitch, targetPitch, t);
|
||||
_playerCamera.transform.localEulerAngles = new Vector3(currentPitch, 0f, 0f);
|
||||
|
||||
_playerCamera.transform.localPosition = Vector3.Lerp(startCameraLocalPos, _originalCameraLocalPosition, t);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
transform.position = _originalPlayerPosition;
|
||||
transform.eulerAngles = _originalPlayerRotation;
|
||||
_playerCamera.transform.localPosition = _originalCameraLocalPosition;
|
||||
_playerCamera.transform.localEulerAngles = _originalCameraLocalRotation;
|
||||
|
||||
_returnCoroutine = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates cursor position and camera panning during listening mode.
|
||||
/// Supports both gamepad (look input) and mouse (screen edges).
|
||||
@@ -485,6 +645,7 @@ namespace Unheimlich.Gameplay.Player
|
||||
/// - Starts listening sequence on the target emitter
|
||||
/// - Plays diapason particles
|
||||
/// - Plays tap sound
|
||||
/// - Starts vibration timer to stop after duration
|
||||
/// </summary>
|
||||
private void TriggerDiapasonTap()
|
||||
{
|
||||
@@ -492,6 +653,10 @@ namespace Unheimlich.Gameplay.Player
|
||||
{
|
||||
_diapasonAnimator.SetTrigger(ANIM_TRIGGER_TAP);
|
||||
_diapasonAnimator.SetBool(ANIM_BOOL_VIBRATING, true);
|
||||
|
||||
if (_vibrationCoroutine != null)
|
||||
StopCoroutine(_vibrationCoroutine);
|
||||
_vibrationCoroutine = StartCoroutine(StopVibrationAfterDuration());
|
||||
}
|
||||
|
||||
if (_diapasonTapClip != null && _playerAudioSource != null)
|
||||
@@ -510,6 +675,21 @@ namespace Unheimlich.Gameplay.Player
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops the diapason vibration animation after the specified duration.
|
||||
/// </summary>
|
||||
private IEnumerator StopVibrationAfterDuration()
|
||||
{
|
||||
yield return new WaitForSeconds(_vibrationDuration);
|
||||
|
||||
if (_diapasonAnimator != null)
|
||||
{
|
||||
_diapasonAnimator.SetBool(ANIM_BOOL_VIBRATING, false);
|
||||
}
|
||||
|
||||
_vibrationCoroutine = null;
|
||||
}
|
||||
|
||||
private void PlayBreathIn()
|
||||
{
|
||||
if (_breathInClip != null && _playerAudioSource != null)
|
||||
|
||||
Reference in New Issue
Block a user