127 lines
3.8 KiB
C#
127 lines
3.8 KiB
C#
using UnityEngine;
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namespace Unheimlich.Features.Hallucination
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{
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/// <summary>
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/// Fires a hallucination trigger when a specific AudioSource plays, finishes, or reaches a timestamp.
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/// Mirrors the pattern of ClueUnlockOnAudio but targets HallucinationManager.
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/// </summary>
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[RequireComponent(typeof(AudioSource))]
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public class HallucinationOnAudio : MonoBehaviour
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{
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public enum FireCondition
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{
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OnPlay,
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OnFinish,
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OnTimeReached
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}
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[Header("Audio Trigger")]
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[Tooltip("When to fire the hallucination effect")]
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[SerializeField] private FireCondition _fireCondition = FireCondition.OnPlay;
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[Tooltip("Playback time in seconds to reach before firing (only for OnTimeReached)")]
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[SerializeField] private float _triggerTime = 1f;
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[Header("Hallucination Payload")]
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[Tooltip("Amount of sanity to add when this fires (0 = no change)")]
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[SerializeField, Range(0f, 1f)] private float _insanityAmount = 0f;
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[Tooltip("Optional discrete hallucination event to fire")]
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[SerializeField] private HallucinationEvent _hallucinationEvent;
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[Header("Behaviour")]
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[Tooltip("Prevent firing more than once per Play Mode session")]
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[SerializeField] private bool _fireOnlyOnce = true;
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[Header("Debug")]
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[SerializeField] private bool _debugMode;
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private AudioSource _audioSource;
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private bool _hasFired;
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private bool _isMonitoring;
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private void Awake()
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{
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_audioSource = GetComponent<AudioSource>();
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}
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private void OnEnable()
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{
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_hasFired = false;
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_isMonitoring = false;
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if (_audioSource != null && _audioSource.isPlaying)
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StartMonitoring();
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}
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private void Update()
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{
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if (!_isMonitoring || (_fireOnlyOnce && _hasFired))
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return;
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if (_audioSource == null || !_audioSource.isPlaying)
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{
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if (_fireCondition == FireCondition.OnFinish)
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Execute();
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_isMonitoring = false;
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return;
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}
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if (_fireCondition == FireCondition.OnTimeReached && _audioSource.time >= _triggerTime)
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Execute();
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}
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/// <summary>
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/// Notify this component that the AudioSource has started playing.
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/// Wire this to whatever code or event drives the AudioSource.
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/// </summary>
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public void OnAudioPlay()
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{
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StartMonitoring();
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if (_fireCondition == FireCondition.OnPlay)
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Execute();
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}
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/// <summary>
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/// Resets the fired state so this can fire again.
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/// </summary>
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public void ResetFired()
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{
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_hasFired = false;
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_isMonitoring = false;
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}
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private void StartMonitoring()
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{
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_isMonitoring = true;
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}
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private void Execute()
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{
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if (_fireOnlyOnce && _hasFired)
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return;
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_hasFired = true;
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_isMonitoring = false;
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if (HallucinationManager.Instance == null)
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{
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Debug.LogError("[HallucinationOnAudio] HallucinationManager not found!", this);
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return;
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}
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if (_insanityAmount > 0f)
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HallucinationManager.Instance.AddInsanity(_insanityAmount);
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if (_hallucinationEvent != null)
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HallucinationManager.Instance.TriggerHallucinationEvent(_hallucinationEvent);
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if (_debugMode)
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Debug.Log($"[HallucinationOnAudio] Fired on '{_fireCondition}'. Sanity now: {HallucinationManager.Instance.SanityLevel:F2}", this);
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}
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}
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}
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