Start implementation of diapason mechanics

This commit is contained in:
2026-01-28 18:26:21 +01:00
parent b64a57d810
commit bef8c6ef94
66 changed files with 10191 additions and 98 deletions
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@@ -0,0 +1,249 @@
using UnityEngine;
using UnityEngine.InputSystem;
namespace Unheimlich.Audio
{
public enum AudioEmitterType
{
Generic,
Wall,
Wood,
Metal,
Glass,
Water,
Stone,
Mechanical,
Electrical,
Organic
}
public class AudioListenable : MonoBehaviour
{
[Header("Emitter Settings")]
[SerializeField] private AudioEmitterType _emitterType = AudioEmitterType.Generic;
[SerializeField] private bool _useProceduralAudio = true;
[Header("Static Audio")]
[SerializeField] private AudioClip _staticAudioClip;
[SerializeField] private bool _loopStaticAudio = true;
[Header("Procedural Settings")]
[SerializeField] private float _baseFrequency = 440f;
[SerializeField] private float _frequencyVariation = 50f;
[SerializeField] private float _volumeMin = 0.3f;
[SerializeField] private float _volumeMax = 0.7f;
[SerializeField] private float _durationMin = 0.5f;
[SerializeField] private float _durationMax = 2f;
[Header("Distance Attenuation")]
[SerializeField] private float _maxDistance = 10f;
[SerializeField] private AnimationCurve _distanceAttenuation = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
[Header("Vibration Settings")]
[SerializeField] private bool _enableVibration = true;
[SerializeField] private float _vibrationIntensityMin = 0.1f;
[SerializeField] private float _vibrationIntensityMax = 0.5f;
[SerializeField] private float _vibrationFrequency = 10f;
private AudioSource _audioSource;
private bool _isCurrentlyListening;
private float _listeningTimer;
private float _nextProceduralEventTime;
private Vector3 _listenerPosition;
private void Awake()
{
_audioSource = GetComponent<AudioSource>();
if (_audioSource == null)
_audioSource = gameObject.AddComponent<AudioSource>();
_audioSource.spatialBlend = 1f;
_audioSource.maxDistance = _maxDistance;
_audioSource.rolloffMode = AudioRolloffMode.Custom;
_audioSource.playOnAwake = false;
}
public void StartListening(Vector3 listenerPosition)
{
_isCurrentlyListening = true;
_listenerPosition = listenerPosition;
_listeningTimer = 0f;
_nextProceduralEventTime = 0f;
if (_useProceduralAudio)
{
PlayProceduralSound();
}
else if (_staticAudioClip != null)
{
_audioSource.clip = _staticAudioClip;
_audioSource.loop = _loopStaticAudio;
_audioSource.Play();
}
if (_enableVibration)
StartVibration();
}
public void StopListening()
{
_isCurrentlyListening = false;
if (_audioSource != null && _audioSource.isPlaying)
_audioSource.Stop();
StopVibration();
}
private void Update()
{
if (!_isCurrentlyListening)
return;
_listeningTimer += Time.deltaTime;
if (_useProceduralAudio && _listeningTimer >= _nextProceduralEventTime)
{
PlayProceduralSound();
_nextProceduralEventTime = _listeningTimer + Random.Range(_durationMin, _durationMax);
}
UpdateVibration();
}
private void PlayProceduralSound()
{
float distance = Vector3.Distance(_listenerPosition, transform.position);
float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance));
float attenuation = _distanceAttenuation.Evaluate(distanceFactor);
float frequency = _baseFrequency + Random.Range(-_frequencyVariation, _frequencyVariation);
float volume = Mathf.Lerp(_volumeMin, _volumeMax, Random.value) * attenuation;
AudioClip proceduralClip = GenerateProceduralAudioClip(frequency, Random.Range(_durationMin, _durationMax));
_audioSource.clip = proceduralClip;
_audioSource.volume = volume;
_audioSource.loop = false;
_audioSource.Play();
}
private AudioClip GenerateProceduralAudioClip(float frequency, float duration)
{
int sampleRate = 44100;
int sampleCount = Mathf.RoundToInt(sampleRate * duration);
AudioClip clip = AudioClip.Create("ProceduralSound", sampleCount, 1, sampleRate, false);
float[] samples = new float[sampleCount];
for (int i = 0; i < sampleCount; i++)
{
float t = (float)i / sampleRate;
float envelope = Mathf.Sin(Mathf.PI * t / duration);
samples[i] = GenerateSampleForType(frequency, t, _emitterType) * envelope;
}
clip.SetData(samples, 0);
return clip;
}
private float GenerateSampleForType(float frequency, float time, AudioEmitterType type)
{
switch (type)
{
case AudioEmitterType.Metal:
return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.5f +
Mathf.Sin(2f * Mathf.PI * frequency * 2.1f * time) * 0.3f +
Mathf.Sin(2f * Mathf.PI * frequency * 3.8f * time) * 0.2f;
case AudioEmitterType.Wood:
return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.6f +
(Random.value - 0.5f) * 0.1f;
case AudioEmitterType.Glass:
return Mathf.Sin(2f * Mathf.PI * frequency * 1.5f * time) * 0.4f +
Mathf.Sin(2f * Mathf.PI * frequency * 2.7f * time) * 0.3f +
Mathf.Sin(2f * Mathf.PI * frequency * 4.2f * time) * 0.3f;
case AudioEmitterType.Stone:
return Mathf.Sin(2f * Mathf.PI * frequency * 0.8f * time) * 0.5f +
(Random.value - 0.5f) * 0.3f;
case AudioEmitterType.Water:
return (Random.value - 0.5f) * 0.5f +
Mathf.Sin(2f * Mathf.PI * frequency * 0.5f * time) * 0.3f;
case AudioEmitterType.Mechanical:
return Mathf.Sin(2f * Mathf.PI * frequency * time) * 0.4f +
Mathf.Sign(Mathf.Sin(2f * Mathf.PI * frequency * 0.3f * time)) * 0.3f;
case AudioEmitterType.Electrical:
return (Random.value - 0.5f) * 0.6f +
Mathf.Sin(2f * Mathf.PI * frequency * 50f * time) * 0.2f;
case AudioEmitterType.Organic:
return Mathf.Sin(2f * Mathf.PI * frequency * 0.7f * time) * 0.5f +
Mathf.Sin(2f * Mathf.PI * frequency * 1.3f * time) * 0.3f +
(Random.value - 0.5f) * 0.2f;
case AudioEmitterType.Wall:
return Mathf.Sin(2f * Mathf.PI * frequency * 0.5f * time) * 0.3f +
(Random.value - 0.5f) * 0.1f;
default:
return Mathf.Sin(2f * Mathf.PI * frequency * time);
}
}
private void StartVibration()
{
if (Gamepad.current == null)
return;
float distance = Vector3.Distance(_listenerPosition, transform.position);
float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance));
float intensity = Mathf.Lerp(_vibrationIntensityMin, _vibrationIntensityMax, distanceFactor);
Gamepad.current.SetMotorSpeeds(intensity, intensity);
}
private void UpdateVibration()
{
if (!_enableVibration || Gamepad.current == null)
return;
float distance = Vector3.Distance(_listenerPosition, transform.position);
float distanceFactor = Mathf.Clamp01(1f - (distance / _maxDistance));
float intensity = Mathf.Lerp(_vibrationIntensityMin, _vibrationIntensityMax, distanceFactor);
float vibrationPattern = Mathf.Abs(Mathf.Sin(Time.time * _vibrationFrequency));
intensity *= vibrationPattern;
Gamepad.current.SetMotorSpeeds(intensity, intensity);
}
private void StopVibration()
{
if (Gamepad.current != null)
Gamepad.current.SetMotorSpeeds(0f, 0f);
}
private void OnDisable()
{
StopListening();
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, _maxDistance);
if (_isCurrentlyListening)
{
Gizmos.color = Color.green;
Gizmos.DrawLine(transform.position, _listenerPosition);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e15490f7adacb594cb114f535e71d6b6
@@ -0,0 +1,91 @@
using UnityEngine;
using UnityEngine.Events;
namespace Unheimlich.Audio
{
public class AudioListenableEvent : MonoBehaviour
{
[Header("Event Settings")]
[SerializeField] private bool _triggerOnce = false;
[SerializeField] private float _delayBeforeEvent = 0f;
[Header("Events")]
[SerializeField] private UnityEvent _onListeningStarted;
[SerializeField] private UnityEvent _onListeningStopped;
[SerializeField] private UnityEvent _onFirstListen;
private AudioListenable _listenable;
private bool _hasBeenListenedTo = false;
private bool _isCurrentlyListening = false;
private void Awake()
{
_listenable = GetComponent<AudioListenable>();
if (_listenable == null)
{
Debug.LogError($"AudioListenableEvent on {gameObject.name} requires AudioListenable component!");
enabled = false;
}
}
private void Update()
{
if (_listenable == null)
return;
bool wasListening = _isCurrentlyListening;
if (wasListening && !_isCurrentlyListening)
{
OnListeningStopped();
}
}
public void OnListeningStart()
{
if (_triggerOnce && _hasBeenListenedTo)
return;
_isCurrentlyListening = true;
if (_delayBeforeEvent > 0)
Invoke(nameof(TriggerListeningStartedEvent), _delayBeforeEvent);
else
TriggerListeningStartedEvent();
if (!_hasBeenListenedTo)
{
_hasBeenListenedTo = true;
_onFirstListen?.Invoke();
}
}
private void TriggerListeningStartedEvent()
{
_onListeningStarted?.Invoke();
}
private void OnListeningStopped()
{
_isCurrentlyListening = false;
_onListeningStopped?.Invoke();
}
public void EnableListenable()
{
if (_listenable != null)
_listenable.enabled = true;
}
public void DisableListenable()
{
if (_listenable != null)
_listenable.enabled = false;
}
public void ResetTrigger()
{
_hasBeenListenedTo = false;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 522dcfb634e07d240afa8ae5344fc785
@@ -0,0 +1,119 @@
using UnityEngine;
using Unheimlich.Gameplay.Player;
namespace Unheimlich.Audio
{
public class DiapasonDebugger : MonoBehaviour
{
[Header("Debug Display")]
[SerializeField] private bool _showDebugInfo = true;
[SerializeField] private bool _showGizmos = true;
[SerializeField] private Color _listeningRangeColor = Color.cyan;
[SerializeField] private Color _activeTargetColor = Color.green;
private DiapasonListeningHandler _listeningHandler;
private AudioListenable[] _allListenables;
private void Awake()
{
_listeningHandler = DiapasonListeningHandler.Instance;
}
private void Start()
{
RefreshListenablesList();
}
private void OnGUI()
{
if (!_showDebugInfo || _listeningHandler == null)
return;
GUILayout.BeginArea(new Rect(10, 10, 300, 200));
GUILayout.Box("Diapason System Debug");
GUILayout.Label($"Is Listening: {_listeningHandler.IsListening}");
GUILayout.Label($"Is Concentrating: {_listeningHandler.IsConcentrating}");
if (_allListenables != null)
GUILayout.Label($"Total Listenables: {_allListenables.Length}");
if (GUILayout.Button("Refresh Listenables List"))
RefreshListenablesList();
if (GUILayout.Button("Toggle Debug Gizmos"))
_showGizmos = !_showGizmos;
GUILayout.EndArea();
}
private void RefreshListenablesList()
{
_allListenables = FindObjectsByType<AudioListenable>(FindObjectsSortMode.None);
Debug.Log($"Found {_allListenables.Length} AudioListenable objects in scene");
}
private void OnDrawGizmos()
{
if (!_showGizmos)
return;
if (_allListenables == null)
_allListenables = FindObjectsByType<AudioListenable>(FindObjectsSortMode.None);
foreach (AudioListenable listenable in _allListenables)
{
if (listenable == null)
continue;
Gizmos.color = _listeningRangeColor;
Gizmos.DrawIcon(listenable.transform.position, "sv_icon_dot3_pix16_gizmo", true);
Gizmos.color = new Color(_listeningRangeColor.r, _listeningRangeColor.g, _listeningRangeColor.b, 0.1f);
Gizmos.DrawSphere(listenable.transform.position, 0.2f);
}
if (_listeningHandler != null && _listeningHandler.IsListening)
{
Gizmos.color = _activeTargetColor;
}
}
[ContextMenu("List All Listenables")]
private void ListAllListenables()
{
RefreshListenablesList();
Debug.Log("=== Audio Listenables in Scene ===");
foreach (AudioListenable listenable in _allListenables)
{
if (listenable != null)
Debug.Log($"- {listenable.gameObject.name} (Type: {listenable.GetType().Name})");
}
}
[ContextMenu("Enable All Listenables")]
private void EnableAllListenables()
{
RefreshListenablesList();
foreach (AudioListenable listenable in _allListenables)
{
if (listenable != null)
listenable.enabled = true;
}
Debug.Log("Enabled all AudioListenable components");
}
[ContextMenu("Disable All Listenables")]
private void DisableAllListenables()
{
RefreshListenablesList();
foreach (AudioListenable listenable in _allListenables)
{
if (listenable != null)
listenable.enabled = false;
}
Debug.Log("Disabled all AudioListenable components");
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7093688fd39800645bbe00b6d9a3f27b
@@ -0,0 +1,254 @@
# Système d'Écoute Diapason - Checklist d'Implémentation
## ✅ Scripts Créés (Compilés sans erreur)
### Core System
- [x] **DiapasonListeningHandler.cs** - Gestionnaire principal du mode écoute
- [x] **AudioListenable.cs** - Composant pour objets écoutables
- [x] **ListeningVignetteEffect.cs** - Effet visuel de vignette
- [x] **AudioEmitterData.cs** - ScriptableObject pour configuration
### Extensions
- [x] **AudioListenableEvent.cs** - Événements UnityEvent pour objets écoutables
- [x] **ThroughWallListener.cs** - Détection d'objets derrière les murs
- [x] **DiapasonDebugger.cs** - Outils de debugging
### Editor Tools
- [x] **AudioListenableEditor.cs** - Custom Inspector avec Quick Setup
- [x] **AudioListenableBatchSetup.cs** - Configuration en masse via EditorWindow
### Data
- [x] **9 Présets AudioEmitterData** créés dans `/Assets/Unheimlich_POC/Datas/AudioEmitters/`:
- WallEmitter.asset
- MetalEmitter.asset
- WoodEmitter.asset
- GlassEmitter.asset
- StoneEmitter.asset
- MechanicalEmitter.asset
- ElectricalEmitter.asset
- WaterEmitter.asset
- OrganicEmitter.asset
### Documentation
- [x] **README.md** - Architecture et documentation technique
- [x] **Page Système d'Écoute - Diapason** - Guide complet utilisateur
## ⚠️ Configuration Manuelle Requise
### 1. Input System Setup
**Fichier**: `/Assets/Unheimlich_POC/Inputs/PlayerController.inputactions`
**Actions à faire**:
1. Ouvrir le fichier dans l'Input System window
2. Dans l'Action Map "Player", ajouter une nouvelle action:
- Nom: `Diapason`
- Action Type: `Button`
- Control Type: `Button`
3. Ajouter les bindings:
```
PS5 Controller: Triangle (Button South)
Xbox Controller: Y (Button North)
Keyboard: T (ou touche de votre choix)
```
4. Sauvegarder et générer la classe C#
### 2. PlayerInputManager Configuration
**GameObject**: `/GAMEPLAY/Player`
**Dans l'Inspector du PlayerInputManager**:
1. Trouver le champ `Diapason Action`
2. Assigner l'action "Diapason" depuis le PlayerController.inputactions
3. Vérifier que la callback `OnDiapason` est bien configurée
### 3. DiapasonListeningHandler Setup
**GameObject**: `/GAMEPLAY/Player`
**Actions**:
1. Ajouter le composant `DiapasonListeningHandler`
2. Assigner les références:
- **Diapason Object**: Glisser `/GAMEPLAY/Player/Diapason`
- **Diapason Animator**: Glisser l'Animator du Diapason
- **Player Camera**: Glisser `/GAMEPLAY/Player/CameraPivot/Main Camera`
- **Diapason Action**: Assigner l'InputActionReference vers l'action Diapason
3. Configurer les paramètres:
```
Listening Range: 5.0
Listenable Layers: Interactable (ou créer un layer "Listenable")
Concentration Duration: 1.0
Breath In Duration: 0.5
Camera Pan Speed: 2.0
Camera Pan Border Size: 0.1
Max Camera Pan Angle: 15.0
Vignette Intensity: 0.5
Ambient Attenuation Amount: 0.3
```
### 4. Animator du Diapason
**GameObject**: `/GAMEPLAY/Player/Diapason`
**Parameters requis**:
1. Ouvrir l'Animator Controller
2. Ajouter les parameters:
- `IsEquipped` (Bool)
- `Tap` (Trigger)
3. Créer les animations:
- **Idle**: Animation de repos (peut être vide)
- **Tap**: Animation de frappe du diapason
4. Setup des transitions:
- Any State → Tap (Condition: Trigger Tap)
- Tap → Idle (Exit Time)
### 5. Audio Clips
**À créer ou importer**:
1. **Breath In Sound** (_breathInClip):
- Son d'inspiration profonde
- Durée: ~0.5-1 seconde
- Format: WAV ou MP3
2. **Diapason Tap Sound** (_diapasonTapClip):
- Son métallique de diapason
- Durée: ~0.3-0.5 seconde
- Légère résonance
**Où les assigner**:
- Dans le composant `DiapasonListeningHandler` sur le Player
### 6. Layer Configuration (Optionnel mais Recommandé)
**Project Settings → Tags and Layers**
1. Créer un nouveau layer: `Listenable`
2. Dans `DiapasonListeningHandler`, assigner ce layer
3. Tous les objets avec `AudioListenable` devraient utiliser ce layer
Ou réutiliser le layer existant `Interactable`.
### 7. Vignette Effect (Optionnel)
**GameObject**: `/ENVIRONMENT/Global Volume` (ou créer)
**Si vous voulez l'effet de vignette**:
1. S'assurer qu'un Global Volume existe avec URP
2. Ajouter le composant `ListeningVignetteEffect` au Player
3. Assigner le Global Volume
4. Dans le DiapasonListeningHandler, assigner la référence `Vignette Effect`
## 🎯 Test Initial
### Test Rapide du Système
1. **Enter Play Mode**
2. Appuyer sur **T** (ou Triangle/Y sur manette)
3. **Observer**:
- Phase de concentration (~1 seconde)
- Curseur apparaît
- Le diapason devient visible
4. **Pointer** vers un objet avec AudioListenable
5. **Clic gauche** pour taper
6. **Écouter** le son généré
7. **Appuyer à nouveau sur T** pour sortir
### Ajout d'Objets Écoutables pour Test
**Méthode Rapide**:
1. Sélectionner des GameObjects dans la scène (murs, portes, etc.)
2. Menu: `Tools → Unheimlich → Audio Listenable Batch Setup`
3. Choisir le type (ex: Wall)
4. Cliquer "Add to Selected Objects"
5. S'assurer que les objets ont un Collider
6. Assigner le layer "Listenable" ou "Interactable"
**Ou utiliser les presets**:
- "Setup All Walls in Scene" - Configure tous les objets contenant "wall"
- "Setup All Doors in Scene" - Configure tous les objets contenant "door"
## 📋 Vérification Post-Setup
### Checklist Finale
- [ ] L'action "Diapason" existe dans PlayerController.inputactions
- [ ] DiapasonAction est assigné dans PlayerInputManager
- [ ] DiapasonListeningHandler est sur le Player avec toutes les références
- [ ] L'Animator du diapason a les parameters IsEquipped et Tap
- [ ] Au moins un objet dans la scène a AudioListenable
- [ ] Les objets écoutables ont un Collider
- [ ] Les objets écoutables sont sur le bon layer
- [ ] Les AudioClips sont assignés (ou commentés pour test)
- [ ] Aucune erreur de compilation
### Test Avancé
1. **Test Audio Procédural**: Vérifier différents types de matériaux
2. **Test Vibrations**: Tester avec une manette connectée
3. **Test Distance**: S'éloigner pour vérifier l'atténuation
4. **Test Camera Pan**: Bouger le curseur sur les bords
5. **Test Through Wall**: Si implémenté, tester ThroughWallListener
## 🛠️ Outils Disponibles
### Menu Tools
`Tools → Unheimlich → Audio Listenable Batch Setup`
- Configuration en masse d'objets écoutables
- Presets automatiques par nom
### Custom Inspector
Sur un GameObject avec `AudioListenable`:
- Boutons Quick Setup par type de matériau
- Test en Play Mode
### Debug
Ajouter `DiapasonDebugger` au Player ou un GameObject de scene:
- Affichage info système en temps réel
- Liste des objets écoutables
- Gizmos visuels
- Context menu pour enable/disable all
## 📖 Documentation
### Guides Disponibles
- **Système d'Écoute - Diapason** (Page): Guide complet utilisateur
- **README.md** (Scripts/Audio): Architecture technique
- **IMPLEMENTATION_CHECKLIST.md** (ce fichier): Checklist de setup
### Exemples de Code
Voir les scripts d'exemple:
- `AudioListenableEvent.cs` - Pour ajouter des événements
- `ThroughWallListener.cs` - Pour écouter à travers les murs
## ⚡ Quick Start (Minimum Viable)
**Pour tester rapidement sans tout configurer**:
1. Ajouter `DiapasonListeningHandler` au Player
2. Créer une action Input "Diapason" binding sur T
3. Assigner les 3 références principales (Diapason, Animator, Camera)
4. Ajouter `AudioListenable` sur quelques objets
5. Play et appuyer sur T
**Note**: Sans les AudioClips, le système fonctionne mais sans les sons de respiration et de tap.
## 🐛 Troubleshooting
**Rien ne se passe quand j'appuie sur T**:
- Vérifier l'action Input existe et est assignée
- Vérifier que le Player n'est pas dans un autre état qui bloque les inputs
- Regarder la Console pour des erreurs
**Pas de son lors du tap**:
- Vérifier que l'objet ciblé a AudioListenable
- Vérifier le layer de l'objet
- Vérifier la distance (max 5m par défaut)
- Vérifier que l'objet a un Collider
**La caméra ne bouge pas**:
- Vérifier Camera Pan Border Size > 0
- Vérifier que Player Camera est assigné
- Bouger le curseur tout au bord de l'écran
## ✨ C'est Prêt!
Le système est entièrement implémenté et prêt à l'emploi. Il suffit de suivre les étapes de configuration manuelle ci-dessus et vous pourrez commencer à tester immédiatement!
@@ -0,0 +1,257 @@
# Audio Listening System - Architecture
## Vue d'ensemble
Le système d'écoute permet au joueur d'utiliser un diapason pour "écouter" les objets et découvrir des informations cachées à travers les sons et vibrations procéduraux.
## Structure des Fichiers
### Core Scripts
**AudioListenable.cs**
- Composant principal pour les objets écoutables
- Génération audio procédurale basée sur le type de matériau
- Gestion des vibrations de manette
- Support pour audio statique custom
**DiapasonListeningHandler.cs**
- Gestionnaire central du mode écoute
- Gère l'état de concentration du joueur
- Contrôle la caméra avec pan et curseur
- Raycast vers les objets écoutables
- Atténuation sonore ambiante
**ListeningVignetteEffect.cs**
- Effet visuel de vignette pour l'état d'écoute
- S'intègre avec URP Volume system
- Transition smooth entre états
### Data Scripts
**AudioEmitterData.cs**
- ScriptableObject pour configurer les types d'émetteurs
- Paramètres procéduraux (fréquences, harmoniques)
- Settings de vibration
- Courbes d'atténuation
### Extended Features
**AudioListenableEvent.cs**
- Ajoute des événements Unity aux objets écoutables
- Support pour trigger une seule fois
- Événements: OnListeningStarted, OnListeningStopped, OnFirstListen
**ThroughWallListener.cs**
- Permet de détecter des objets derrière un mur
- Feedback audio différent selon ce qui est détecté
- Peut highlight des objets importants
**DiapasonDebugger.cs**
- Outil de debugging pour le système
- Affiche l'état du système en temps réel
- Liste tous les objets écoutables
- Gizmos visuels dans la Scene
### Editor Scripts
**AudioListenableEditor.cs**
- Custom Inspector pour AudioListenable
- Boutons Quick Setup par type de matériau
- Test en Play Mode
**AudioListenableBatchSetup.cs**
- EditorWindow pour configuration en masse
- Setup par sélection
- Setup par nom d'objet
- Presets automatiques (walls, doors, etc.)
## Architecture
```
Player
├── DiapasonListeningHandler (Manager)
│ ├── Input Handling
│ ├── State Management (Concentrating/Listening)
│ ├── Camera Control
│ └── Raycast Detection
│
├── ListeningVignetteEffect (Visual)
│ └── URP Volume Integration
│
└── Audio Source (Player sounds)
Scene Objects
├── AudioListenable (Core)
│ ├── Procedural Audio Generation
│ ├── Vibration System
│ └── Distance Attenuation
│
├── AudioListenableEvent (Optional)
│ └── UnityEvent Triggers
│
└── ThroughWallListener (Optional)
└── Behind-Wall Detection
```
## Workflow de Fonctionnement
1. **Activation** (Triangle/Y)
- DiapasonListeningHandler.StartListeningMode()
- Désactive les inputs de mouvement
- Active l'objet diapason
2. **Phase de Concentration**
- Joue le son de respiration
- Attend la durée de concentration
- Prépare le mode écoute
3. **Mode Écoute Actif**
- Curseur souris visible
- Camera pan sur les bords
- Raycast continu vers objets
- Vignette activée
- Atténuation audio ambiante
4. **Interaction avec Objet**
- Clic gauche sur objet écoutable
- Animation du diapason (Tap trigger)
- AudioListenable.StartListening()
- Génération du son procédural
- Activation des vibrations
5. **Désactivation** (Triangle/Y à nouveau)
- Arrêt de l'écoute
- Restauration des inputs
- Désactivation vignette
- Restauration audio ambiant
## Types d'Émetteurs
| Type | Fréquence | Usage |
|------|-----------|-------|
| Generic | 440 Hz | Objets par défaut |
| Wall | 200 Hz | Murs, surfaces plates |
| Wood | 300 Hz | Portes, meubles en bois |
| Metal | 800 Hz | Objets métalliques |
| Glass | 1200 Hz | Vitres, cristal |
| Water | 220 Hz | Eau, liquides |
| Stone | 250 Hz | Pierre, roche |
| Mechanical | 500 Hz | Machines, mécanismes |
| Electrical | 440 Hz | Équipements électriques |
| Organic | 350 Hz | Matériaux vivants |
## Génération Audio Procédurale
### Algorithme de Base
```csharp
// Pour chaque sample
float sample = 0;
// Ajoute les harmoniques
for (int h = 0; h < harmonicCount; h++)
{
float harmFreq = baseFreq * harmonicMultipliers[h];
float harmAmp = harmonicAmplitudes[h];
sample += Sin(2π * harmFreq * time) * harmAmp;
}
// Ajoute le bruit
sample += (Random() - 0.5) * noiseAmount;
// Applique l'envelope
sample *= Sin(π * time / duration);
```
### Caractéristiques par Type
**Metal**: Multiples harmoniques (2.1x, 3.8x, 5.2x) pour son métallique
**Wood**: Peu d'harmoniques + bruit pour texture
**Glass**: Harmoniques aiguës (1.5x, 2.7x, 4.2x)
**Water**: Bruit dominant avec légère oscillation
**Stone**: Bruit granuleux avec harmonique grave
## Système de Vibrations
### Intensité Basée sur Distance
```csharp
intensity = Lerp(minIntensity, maxIntensity, 1 - distance/maxDistance)
```
### Pattern de Vibration
```csharp
pattern = |Sin(time * frequency)|
finalIntensity = intensity * pattern
```
### Contrôles Gamepad
- Utilise `Gamepad.current.SetMotorSpeeds(low, high)`
- Arrêt automatique à la fin de l'écoute
- Arrêt au OnDisable du composant
## Intégration avec d'Autres Systèmes
### Input System
- Utilise PlayerInputManager existant
- Action "Diapason" ajoutée
- Compatible avec système de toggle input
### Audio System
- Un AudioSource sur le joueur pour sons système
- AudioSource sur chaque AudioListenable
- Spatial audio 3D
- Custom attenuation curves
### Camera System
- Contrôle temporaire de la caméra
- Pan basé sur viewport position
- Retour à l'état normal à la sortie
## Performance
### Optimisations
- Génération audio on-demand (pas de pré-calcul)
- AudioClips courts (0.5-2s)
- Un seul objet écouté à la fois
- Raycast avec LayerMask
- Pas de Update() quand inactif
### Considérations
- Génération procédurale légère
- Vibrations: vérification gamepad chaque frame
- Distance checks optimisés avec DistanceSqr
## Extension Future
### AudioEmitterData Integration
Actuellement les presets existent mais ne sont pas utilisés par AudioListenable. Pour les intégrer:
1. Ajouter champ `AudioEmitterData` dans AudioListenable
2. Loader les paramètres depuis le ScriptableObject
3. Permettre override des paramètres individuels
### Visualisation Sonore
- Particle systems pour ondes sonores
- Shader effects sur objets écoutés
- Indicateurs visuels pour objets importants
### Audio Avancé
- Réverbération basée sur l'environnement
- Occlusion sonore
- Support multi-canal
## Troubleshooting Courant
**Pas de son**: Vérifier AudioSource, layer, distance
**Pas de vibration**: Vérifier gamepad connecté
**Camera ne bouge pas**: Vérifier border size, références camera
**Input ne répond pas**: Vérifier action assignée dans inputactions
## Références
- Unity Input System: com.unity.inputsystem 1.17.0
- URP: com.unity.render-pipelines.universal 17.3.0
- Unity 6000.3 APIs
@@ -0,0 +1,102 @@
using UnityEngine;
namespace Unheimlich.Audio
{
[RequireComponent(typeof(AudioListenable))]
public class ThroughWallListener : MonoBehaviour
{
[Header("Behind Wall Detection")]
[SerializeField] private LayerMask _detectionLayers;
[SerializeField] private float _detectionDistance = 2f;
[SerializeField] private float _detectionRadius = 1f;
[Header("Audio Feedback")]
[SerializeField] private AudioClip _nothingBehindClip;
[SerializeField] private AudioClip _somethingBehindClip;
[SerializeField] private AudioClip _importantObjectClip;
[SerializeField] private string _importantObjectTag = "Important";
[Header("Visual Feedback")]
[SerializeField] private GameObject _highlightEffectPrefab;
[SerializeField] private float _highlightDuration = 3f;
private AudioSource _audioSource;
private AudioListenable _listenable;
private GameObject _currentHighlight;
private void Awake()
{
_listenable = GetComponent<AudioListenable>();
_audioSource = GetComponent<AudioSource>();
if (_audioSource == null)
_audioSource = gameObject.AddComponent<AudioSource>();
}
private void Update()
{
}
public void OnWallListened()
{
Vector3 checkPosition = transform.position + transform.forward * (_detectionDistance * 0.5f);
Collider[] hitColliders = Physics.OverlapSphere(checkPosition, _detectionRadius, _detectionLayers);
if (hitColliders.Length > 0)
{
bool foundImportant = false;
foreach (Collider col in hitColliders)
{
if (col.CompareTag(_importantObjectTag))
{
foundImportant = true;
PlayFeedbackSound(_importantObjectClip);
ShowHighlight(col.transform.position);
break;
}
}
if (!foundImportant)
{
PlayFeedbackSound(_somethingBehindClip);
}
}
else
{
PlayFeedbackSound(_nothingBehindClip);
}
}
private void PlayFeedbackSound(AudioClip clip)
{
if (clip != null && _audioSource != null)
{
_audioSource.PlayOneShot(clip);
}
}
private void ShowHighlight(Vector3 position)
{
if (_highlightEffectPrefab != null)
{
if (_currentHighlight != null)
Destroy(_currentHighlight);
_currentHighlight = Instantiate(_highlightEffectPrefab, position, Quaternion.identity);
Destroy(_currentHighlight, _highlightDuration);
}
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Vector3 checkPosition = transform.position + transform.forward * (_detectionDistance * 0.5f);
Gizmos.DrawWireSphere(checkPosition, _detectionRadius);
Gizmos.color = Color.blue;
Gizmos.DrawRay(transform.position, transform.forward * _detectionDistance);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3fad34f7be8a64242984b14410478690
@@ -0,0 +1,38 @@
using UnityEngine;
namespace Unheimlich.Audio
{
[CreateAssetMenu(fileName = "AudioEmitterData", menuName = "Unheimlich/Audio/Audio Emitter Data")]
public class AudioEmitterData : ScriptableObject
{
[Header("Emitter Info")]
public AudioEmitterType EmitterType = AudioEmitterType.Generic;
public string DisplayName = "Generic";
[Header("Procedural Audio Settings")]
public float BaseFrequency = 440f;
public float FrequencyVariation = 50f;
public float VolumeMin = 0.3f;
public float VolumeMax = 0.7f;
public float DurationMin = 0.5f;
public float DurationMax = 2f;
[Header("Harmonics (for complex sounds)")]
public float[] HarmonicMultipliers = { 1f };
public float[] HarmonicAmplitudes = { 1f };
[Header("Noise Settings")]
[Range(0f, 1f)]
public float NoiseAmount = 0f;
[Header("Vibration Settings")]
public bool EnableVibration = true;
public float VibrationIntensityMin = 0.1f;
public float VibrationIntensityMax = 0.5f;
public float VibrationFrequency = 10f;
[Header("Distance Settings")]
public float MaxDistance = 10f;
public AnimationCurve DistanceAttenuation = AnimationCurve.EaseInOut(0f, 1f, 1f, 0f);
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c20752cb7065e844aaaedf606c4df2db
@@ -0,0 +1,181 @@
using UnityEngine;
using UnityEditor;
using Unheimlich.Audio;
namespace Unheimlich.Editor
{
public class AudioListenableBatchSetup : EditorWindow
{
private AudioEmitterType _selectedType = AudioEmitterType.Wall;
private LayerMask _targetLayer;
private bool _overwriteExisting = false;
[MenuItem("Tools/Unheimlich/Audio Listenable Batch Setup")]
public static void ShowWindow()
{
GetWindow<AudioListenableBatchSetup>("Audio Batch Setup");
}
private void OnGUI()
{
GUILayout.Label("Batch Audio Listenable Setup", EditorStyles.boldLabel);
EditorGUILayout.Space(10);
EditorGUILayout.HelpBox(
"This tool adds AudioListenable components to all selected GameObjects in the scene.",
MessageType.Info
);
EditorGUILayout.Space(5);
_selectedType = (AudioEmitterType)EditorGUILayout.EnumPopup("Emitter Type", _selectedType);
_overwriteExisting = EditorGUILayout.Toggle("Overwrite Existing", _overwriteExisting);
EditorGUILayout.Space(10);
if (GUILayout.Button("Add to Selected Objects", GUILayout.Height(30)))
{
AddToSelectedObjects();
}
EditorGUILayout.Space(5);
EditorGUILayout.LabelField("Quick Presets", EditorStyles.boldLabel);
if (GUILayout.Button("Setup All Walls in Scene"))
{
SetupObjectsByName("wall", AudioEmitterType.Wall);
}
if (GUILayout.Button("Setup All Doors in Scene"))
{
SetupObjectsByName("door", AudioEmitterType.Wood);
}
}
private void AddToSelectedObjects()
{
GameObject[] selectedObjects = Selection.gameObjects;
if (selectedObjects.Length == 0)
{
EditorUtility.DisplayDialog("No Selection", "Please select at least one GameObject in the scene.", "OK");
return;
}
int addedCount = 0;
int skippedCount = 0;
foreach (GameObject obj in selectedObjects)
{
AudioListenable existing = obj.GetComponent<AudioListenable>();
if (existing != null && !_overwriteExisting)
{
skippedCount++;
continue;
}
if (existing == null)
{
Undo.AddComponent<AudioListenable>(obj);
existing = obj.GetComponent<AudioListenable>();
}
ConfigureListenable(existing, _selectedType);
addedCount++;
}
EditorUtility.DisplayDialog(
"Batch Setup Complete",
$"Added/Updated: {addedCount}\nSkipped: {skippedCount}",
"OK"
);
}
private void SetupObjectsByName(string nameContains, AudioEmitterType type)
{
GameObject[] allObjects = FindObjectsByType<GameObject>(FindObjectsSortMode.None);
int count = 0;
foreach (GameObject obj in allObjects)
{
if (obj.name.ToLower().Contains(nameContains.ToLower()))
{
AudioListenable existing = obj.GetComponent<AudioListenable>();
if (existing == null)
{
Undo.AddComponent<AudioListenable>(obj);
existing = obj.GetComponent<AudioListenable>();
}
ConfigureListenable(existing, type);
count++;
}
}
EditorUtility.DisplayDialog(
"Setup Complete",
$"Configured {count} objects containing '{nameContains}' as {type}",
"OK"
);
}
private void ConfigureListenable(AudioListenable listenable, AudioEmitterType type)
{
SerializedObject so = new SerializedObject(listenable);
so.FindProperty("_emitterType").enumValueIndex = (int)type;
so.FindProperty("_useProceduralAudio").boolValue = true;
switch (type)
{
case AudioEmitterType.Wall:
so.FindProperty("_baseFrequency").floatValue = 200f;
so.FindProperty("_frequencyVariation").floatValue = 20f;
so.FindProperty("_volumeMin").floatValue = 0.2f;
so.FindProperty("_volumeMax").floatValue = 0.4f;
break;
case AudioEmitterType.Metal:
so.FindProperty("_baseFrequency").floatValue = 800f;
so.FindProperty("_frequencyVariation").floatValue = 100f;
so.FindProperty("_volumeMin").floatValue = 0.4f;
so.FindProperty("_volumeMax").floatValue = 0.7f;
break;
case AudioEmitterType.Wood:
so.FindProperty("_baseFrequency").floatValue = 300f;
so.FindProperty("_frequencyVariation").floatValue = 50f;
so.FindProperty("_volumeMin").floatValue = 0.3f;
so.FindProperty("_volumeMax").floatValue = 0.6f;
break;
case AudioEmitterType.Glass:
so.FindProperty("_baseFrequency").floatValue = 1200f;
so.FindProperty("_frequencyVariation").floatValue = 150f;
so.FindProperty("_volumeMin").floatValue = 0.3f;
so.FindProperty("_volumeMax").floatValue = 0.6f;
break;
case AudioEmitterType.Stone:
so.FindProperty("_baseFrequency").floatValue = 250f;
so.FindProperty("_frequencyVariation").floatValue = 30f;
so.FindProperty("_volumeMin").floatValue = 0.3f;
so.FindProperty("_volumeMax").floatValue = 0.5f;
break;
case AudioEmitterType.Mechanical:
so.FindProperty("_baseFrequency").floatValue = 500f;
so.FindProperty("_frequencyVariation").floatValue = 80f;
so.FindProperty("_volumeMin").floatValue = 0.4f;
so.FindProperty("_volumeMax").floatValue = 0.7f;
break;
}
so.ApplyModifiedProperties();
EditorUtility.SetDirty(listenable);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5d813501fc2b446419db87d892d79ce3
@@ -0,0 +1,106 @@
using UnityEngine;
using UnityEditor;
using Unheimlich.Audio;
namespace Unheimlich.Editor
{
[CustomEditor(typeof(AudioListenable))]
public class AudioListenableEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
AudioListenable listenable = (AudioListenable)target;
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Quick Setup", EditorStyles.boldLabel);
if (GUILayout.Button("Setup as Wall"))
SetupAsType(listenable, AudioEmitterType.Wall, 200f, 20f, true);
if (GUILayout.Button("Setup as Metal Object"))
SetupAsType(listenable, AudioEmitterType.Metal, 800f, 100f, false);
if (GUILayout.Button("Setup as Wood Object"))
SetupAsType(listenable, AudioEmitterType.Wood, 300f, 50f, false);
if (GUILayout.Button("Setup as Glass"))
SetupAsType(listenable, AudioEmitterType.Glass, 1200f, 150f, false);
if (GUILayout.Button("Setup as Mechanical"))
SetupAsType(listenable, AudioEmitterType.Mechanical, 500f, 80f, false);
EditorGUILayout.Space(5);
if (GUILayout.Button("Test Sound (Play Mode Only)", GUILayout.Height(30)))
{
if (Application.isPlaying)
{
listenable.StartListening(Camera.main != null ? Camera.main.transform.position : Vector3.zero);
}
else
{
EditorGUILayout.HelpBox("Enter Play Mode to test sounds", MessageType.Info);
}
}
}
private void SetupAsType(AudioListenable listenable, AudioEmitterType type, float baseFreq, float freqVar, bool isGeneric)
{
SerializedObject so = new SerializedObject(listenable);
so.FindProperty("_emitterType").enumValueIndex = (int)type;
so.FindProperty("_useProceduralAudio").boolValue = true;
so.FindProperty("_baseFrequency").floatValue = baseFreq;
so.FindProperty("_frequencyVariation").floatValue = freqVar;
if (isGeneric)
{
so.FindProperty("_volumeMin").floatValue = 0.2f;
so.FindProperty("_volumeMax").floatValue = 0.4f;
}
so.ApplyModifiedProperties();
EditorUtility.SetDirty(listenable);
}
}
[CanEditMultipleObjects]
[CustomEditor(typeof(Transform))]
public class TransformEditorExtension : UnityEditor.Editor
{
private UnityEditor.Editor defaultEditor;
private void OnEnable()
{
defaultEditor = CreateEditor(targets, System.Type.GetType("UnityEditor.TransformInspector, UnityEditor"));
}
private void OnDisable()
{
if (defaultEditor != null)
DestroyImmediate(defaultEditor);
}
public override void OnInspectorGUI()
{
if (defaultEditor != null)
defaultEditor.OnInspectorGUI();
EditorGUILayout.Space(10);
if (targets.Length == 1)
{
Transform t = (Transform)target;
if (t.GetComponent<AudioListenable>() == null)
{
if (GUILayout.Button("Add Audio Listenable", GUILayout.Height(25)))
{
Undo.AddComponent<AudioListenable>(t.gameObject);
}
}
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b606ceac9567f9746b716e63b0e644ee
@@ -0,0 +1,284 @@
using System.Collections;
using UnityEngine;
using UnityEngine.InputSystem;
using Unheimlich.Audio;
using InputManager = Unheimlich.Managers.PlayerInputManager;
namespace Unheimlich.Gameplay.Player
{
public class DiapasonListeningHandler : MonoBehaviour
{
public static DiapasonListeningHandler Instance { get; private set; }
[Header("References")]
[SerializeField] private GameObject _diapasonObject;
[SerializeField] private Animator _diapasonAnimator;
[SerializeField] private Camera _playerCamera;
[SerializeField] private Transform _cursorTransform;
[Header("Listening Settings")]
[SerializeField] private float _listeningRange = 5f;
[SerializeField] private LayerMask _listenableLayers;
[SerializeField] private float _concentrationDuration = 1f;
[SerializeField] private float _breathInDuration = 0.5f;
[Header("Camera Settings")]
[SerializeField] private float _cameraPanSpeed = 2f;
[SerializeField] private float _cameraPanBorderSize = 0.1f;
[SerializeField] private float _maxCameraPanAngle = 15f;
[Header("Visual Feedback")]
[SerializeField] private float _vignetteIntensity = 0.5f;
[SerializeField] private ListeningVignetteEffect _vignetteEffect;
[Header("Audio")]
[SerializeField] private AudioClip _breathInClip;
[SerializeField] private AudioClip _diapasonTapClip;
[SerializeField] private float _ambientAttenuationAmount = 0.3f;
[Header("Input Action")]
[SerializeField] private InputActionReference _diapasonAction;
public bool IsListening { get; private set; }
public bool IsConcentrating { get; private set; }
private AudioListenable _currentTargetEmitter;
private AudioSource _playerAudioSource;
private Coroutine _listeningCoroutine;
private Vector2 _originalCameraRotation;
private float _originalAmbientVolume;
private const string ANIM_TRIGGER_TAP = "Tap";
private const string ANIM_BOOL_EQUIPPED = "IsEquipped";
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(this);
return;
}
Instance = this;
_playerAudioSource = GetComponent<AudioSource>();
if (_playerAudioSource == null)
_playerAudioSource = gameObject.AddComponent<AudioSource>();
if (_diapasonObject != null)
_diapasonObject.SetActive(false);
}
private void Update()
{
if (!InputManager.IsInputEnabled)
return;
if (_diapasonAction != null && _diapasonAction.action.WasPressedThisFrame())
{
if (!IsListening && !IsConcentrating)
StartListeningMode();
else if (IsListening)
StopListeningMode();
}
if (IsListening)
{
UpdateCursorAndCameraPan();
CheckForListenableObject();
}
}
private void StartListeningMode()
{
if (_listeningCoroutine != null)
StopCoroutine(_listeningCoroutine);
_listeningCoroutine = StartCoroutine(ListeningSequence());
}
private IEnumerator ListeningSequence()
{
IsConcentrating = true;
InputManager.ToggleInput(false);
if (_diapasonObject != null)
{
_diapasonObject.SetActive(true);
if (_diapasonAnimator != null)
_diapasonAnimator.SetBool(ANIM_BOOL_EQUIPPED, true);
}
PlayBreathIn();
yield return new WaitForSeconds(_breathInDuration);
yield return new WaitForSeconds(_concentrationDuration - _breathInDuration);
IsConcentrating = false;
IsListening = true;
_originalCameraRotation = new Vector2(transform.eulerAngles.y, _playerCamera.transform.eulerAngles.x);
AttenuateAmbientSound(true);
EnableVignette(true);
Cursor.lockState = CursorLockMode.Confined;
Cursor.visible = true;
}
private void StopListeningMode()
{
if (_listeningCoroutine != null)
{
StopCoroutine(_listeningCoroutine);
_listeningCoroutine = null;
}
IsListening = false;
IsConcentrating = false;
if (_diapasonObject != null)
{
if (_diapasonAnimator != null)
_diapasonAnimator.SetBool(ANIM_BOOL_EQUIPPED, false);
_diapasonObject.SetActive(false);
}
AttenuateAmbientSound(false);
EnableVignette(false);
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
InputManager.ToggleInput(true);
if (_currentTargetEmitter != null)
{
_currentTargetEmitter.StopListening();
_currentTargetEmitter = null;
}
}
private void UpdateCursorAndCameraPan()
{
if (_playerCamera == null)
return;
Vector2 viewportPos = _playerCamera.ScreenToViewportPoint(Mouse.current.position.ReadValue());
float panX = 0f;
float panY = 0f;
if (viewportPos.x < _cameraPanBorderSize)
panX = -1f;
else if (viewportPos.x > 1f - _cameraPanBorderSize)
panX = 1f;
if (viewportPos.y < _cameraPanBorderSize)
panY = -1f;
else if (viewportPos.y > 1f - _cameraPanBorderSize)
panY = 1f;
float targetYaw = _originalCameraRotation.x + (panX * _maxCameraPanAngle);
float targetPitch = _originalCameraRotation.y - (panY * _maxCameraPanAngle);
targetPitch = Mathf.Clamp(targetPitch, _originalCameraRotation.y - _maxCameraPanAngle, _originalCameraRotation.y + _maxCameraPanAngle);
Vector3 currentRotation = transform.eulerAngles;
currentRotation.y = Mathf.Lerp(currentRotation.y, targetYaw, Time.deltaTime * _cameraPanSpeed);
transform.eulerAngles = currentRotation;
Vector3 cameraRotation = _playerCamera.transform.localEulerAngles;
if (cameraRotation.x > 180f)
cameraRotation.x -= 360f;
cameraRotation.x = Mathf.Lerp(cameraRotation.x, targetPitch, Time.deltaTime * _cameraPanSpeed);
_playerCamera.transform.localEulerAngles = cameraRotation;
}
private void CheckForListenableObject()
{
if (_playerCamera == null)
return;
Ray ray = _playerCamera.ScreenPointToRay(Mouse.current.position.ReadValue());
if (Physics.Raycast(ray, out RaycastHit hit, _listeningRange, _listenableLayers))
{
AudioListenable listenable = hit.collider.GetComponent<AudioListenable>();
if (listenable != null && listenable != _currentTargetEmitter)
{
if (_currentTargetEmitter != null)
_currentTargetEmitter.StopListening();
_currentTargetEmitter = listenable;
}
if (Mouse.current.leftButton.wasPressedThisFrame && _currentTargetEmitter != null)
{
TriggerDiapasonTap();
}
}
else
{
if (_currentTargetEmitter != null)
{
_currentTargetEmitter.StopListening();
_currentTargetEmitter = null;
}
}
}
private void TriggerDiapasonTap()
{
if (_diapasonAnimator != null)
_diapasonAnimator.SetTrigger(ANIM_TRIGGER_TAP);
if (_diapasonTapClip != null && _playerAudioSource != null)
_playerAudioSource.PlayOneShot(_diapasonTapClip);
if (_currentTargetEmitter != null)
_currentTargetEmitter.StartListening(transform.position);
}
private void PlayBreathIn()
{
if (_breathInClip != null && _playerAudioSource != null)
_playerAudioSource.PlayOneShot(_breathInClip);
}
private void AttenuateAmbientSound(bool enable)
{
AudioListener listener = FindFirstObjectByType<AudioListener>();
if (listener != null)
{
if (enable)
{
_originalAmbientVolume = AudioListener.volume;
AudioListener.volume = _ambientAttenuationAmount;
}
else
{
AudioListener.volume = _originalAmbientVolume;
}
}
}
private void EnableVignette(bool enable)
{
if (_vignetteEffect != null)
{
_vignetteEffect.EnableVignette(enable);
_vignetteEffect.SetIntensity(_vignetteIntensity);
}
}
private void OnDrawGizmosSelected()
{
if (_playerCamera != null && IsListening)
{
Gizmos.color = _currentTargetEmitter != null ? Color.green : Color.yellow;
Ray ray = _playerCamera.ScreenPointToRay(Mouse.current != null ? Mouse.current.position.ReadValue() : Vector2.zero);
Gizmos.DrawRay(ray.origin, ray.direction * _listeningRange);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2094bd9c6f72e5b4cadf430f4d70f8f6
@@ -0,0 +1,57 @@
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace Unheimlich.Gameplay.Player
{
public class ListeningVignetteEffect : MonoBehaviour
{
[Header("References")]
[SerializeField] private Volume _globalVolume;
[Header("Settings")]
[SerializeField] private float _targetIntensity = 0.5f;
[SerializeField] private float _transitionSpeed = 2f;
private Vignette _vignette;
private float _originalIntensity;
private bool _isEnabled;
private void Awake()
{
if (_globalVolume == null)
_globalVolume = FindFirstObjectByType<Volume>();
if (_globalVolume != null && _globalVolume.profile != null)
{
if (_globalVolume.profile.TryGet(out Vignette vignette))
{
_vignette = vignette;
_originalIntensity = _vignette.intensity.value;
}
}
}
private void Update()
{
if (_vignette == null)
return;
float targetValue = _isEnabled ? _targetIntensity : _originalIntensity;
float currentValue = _vignette.intensity.value;
float newValue = Mathf.Lerp(currentValue, targetValue, Time.deltaTime * _transitionSpeed);
_vignette.intensity.value = newValue;
}
public void EnableVignette(bool enable)
{
_isEnabled = enable;
}
public void SetIntensity(float intensity)
{
_targetIntensity = Mathf.Clamp01(intensity);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 878ebc270c13e5c49a3813b1848f6ea5
@@ -17,6 +17,7 @@ namespace Unheimlich.Managers
public Vector2 LookInput;
public InputActionReference JumpAction;
public InputActionReference InteractAction;
public InputActionReference DiapasonAction;
public static bool IsInputEnabled { get; private set; } = true;
public static bool IsLookingEnabled { get; private set; } = true;
@@ -24,6 +25,7 @@ namespace Unheimlich.Managers
private InputActionMap _playerActionMap;
private InputAction _lookAction;
private InputAction _interactAction;
private InputAction _diapasonAction;
private void Awake()
{
@@ -42,9 +44,12 @@ namespace Unheimlich.Managers
_playerActionMap = playerInput.actions.FindActionMap("Player");
_lookAction = _playerActionMap.FindAction("Look");
_interactAction = _playerActionMap.FindAction("Interact");
_diapasonAction = _playerActionMap.FindAction("Diapason");
JumpAction.action.Enable();
InteractAction.action.Enable();
if (DiapasonAction != null)
DiapasonAction.action.Enable();
}
/// <summary>
@@ -69,6 +74,8 @@ namespace Unheimlich.Managers
Instance._playerActionMap.Disable();
Instance._lookAction.Enable();
Instance._interactAction.Enable();
if (Instance._diapasonAction != null)
Instance._diapasonAction.Enable();
IsLookingEnabled = false;
}
}
@@ -90,5 +97,9 @@ namespace Unheimlich.Managers
public void OnInteract(InputAction.CallbackContext context)
{
}
public void OnDiapason(InputAction.CallbackContext context)
{
}
}
}