improved barkplayer - now can play multiple sequences in queue
This commit is contained in:
@@ -232,6 +232,28 @@ MonoBehaviour:
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spritePortrait: {fileID: 0}
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alternatePortraits: []
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spritePortraits: []
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- id: 10
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fields:
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||||
- title: Name
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||||
value: Begger
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type: 0
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typeString: CustomFieldType_Text
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- title: Pictures
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value: '[]'
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||||
type: 3
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||||
typeString: CustomFieldType_Files
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- title: Description
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value:
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type: 0
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typeString: CustomFieldType_Text
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- title: IsPlayer
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value: False
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type: 2
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typeString: CustomFieldType_Boolean
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portrait: {fileID: 0}
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spritePortrait: {fileID: 0}
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alternatePortraits: []
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spritePortraits: []
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items:
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- id: 14
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fields:
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@@ -23782,6 +23804,581 @@ MonoBehaviour:
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height: 30
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canvasScrollPosition: {x: 0, y: 0}
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canvasZoom: 1
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- id: 96
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fields:
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- title: Title
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value: CH02/RUINEDTOWN/BeggerDialogue
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type: 0
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typeString: CustomFieldType_Text
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- title: Pictures
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value: '[]'
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type: 3
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typeString: CustomFieldType_Files
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- title: Description
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value:
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type: 0
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typeString: CustomFieldType_Text
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- title: Actor
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value: 1
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||||
type: 5
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typeString: CustomFieldType_Actor
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- title: Conversant
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value: 2
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type: 5
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typeString: CustomFieldType_Actor
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overrideSettings:
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useOverrides: 0
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overrideSubtitleSettings: 0
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showNPCSubtitlesDuringLine: 1
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showNPCSubtitlesWithResponses: 1
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showPCSubtitlesDuringLine: 0
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skipPCSubtitleAfterResponseMenu: 0
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subtitleCharsPerSecond: 30
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minSubtitleSeconds: 2
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continueButton: 0
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overrideSequenceSettings: 0
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defaultSequence:
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defaultPlayerSequence:
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defaultResponseMenuSequence:
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overrideInputSettings: 0
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alwaysForceResponseMenu: 1
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includeInvalidEntries: 0
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responseTimeout: 0
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cancelSubtitle:
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key: 27
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buttonName:
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cancelConversation:
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key: 27
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buttonName:
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nodeColor:
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dialogueEntries:
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- id: 0
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fields:
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- title: Title
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value: START
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type: 0
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typeString:
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- title: Pictures
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value: '[]'
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type: 3
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typeString: CustomFieldType_Files
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- title: Description
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value:
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type: 0
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typeString:
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- title: Actor
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value: 1
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type: 5
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typeString: CustomFieldType_Actor
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- title: Conversant
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value: 2
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||||
type: 5
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||||
typeString: CustomFieldType_Actor
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||||
- title: Menu Text
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||||
value:
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||||
type: 0
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||||
typeString:
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||||
- title: Dialogue Text
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value:
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type: 0
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||||
typeString:
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||||
- title: Parenthetical
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value:
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type: 0
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typeString:
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- title: Audio Files
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value: '[]'
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type: 3
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typeString: CustomFieldType_Files
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- title: Video File
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value:
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type: 0
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typeString:
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- title: Sequence
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value: None()
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type: 0
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typeString:
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- title: pl
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value:
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type: 4
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||||
typeString: CustomFieldType_Localization
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conversationID: 96
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isRoot: 0
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||||
isGroup: 0
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||||
nodeColor:
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||||
delaySimStatus: 0
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||||
falseConditionAction:
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conditionPriority: 2
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||||
outgoingLinks:
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||||
- originConversationID: 96
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||||
originDialogueID: 0
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||||
destinationConversationID: 96
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destinationDialogueID: 1
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||||
isConnector: 0
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||||
priority: 2
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||||
conditionsString:
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||||
userScript:
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||||
onExecute:
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||||
m_PersistentCalls:
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m_Calls: []
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||||
canvasRect:
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serializedVersion: 2
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||||
x: 20
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||||
y: 30
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width: 160
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height: 30
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||||
- id: 1
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||||
fields:
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||||
- title: Title
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||||
value:
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||||
type: 0
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||||
typeString: CustomFieldType_Text
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||||
- title: Pictures
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||||
value: '[]'
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||||
type: 3
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||||
typeString: CustomFieldType_Files
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||||
- title: Description
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||||
value:
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||||
type: 0
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typeString: CustomFieldType_Text
|
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- title: Actor
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||||
value: 10
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type: 5
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typeString: CustomFieldType_Actor
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||||
- title: Conversant
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||||
value: 1
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type: 5
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||||
typeString: CustomFieldType_Actor
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||||
- title: Menu Text
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||||
value:
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||||
type: 0
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||||
typeString: CustomFieldType_Text
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||||
- title: Dialogue Text
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value: Mhm... Another lost soul wanders through the streets of Ancaran in
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search of hope...
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type: 0
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||||
typeString: CustomFieldType_Text
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||||
- title: Parenthetical
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||||
value:
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||||
type: 0
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||||
typeString: CustomFieldType_Text
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||||
- title: Audio Files
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||||
value: '[]'
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||||
type: 3
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||||
typeString: CustomFieldType_Files
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||||
- title: Video File
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||||
value:
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||||
type: 0
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||||
typeString: CustomFieldType_Text
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||||
- title: Sequence
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||||
value:
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||||
type: 0
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||||
typeString: CustomFieldType_Text
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||||
- title: pl
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||||
value:
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||||
type: 4
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||||
typeString: CustomFieldType_Localization
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||||
conversationID: 96
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||||
isRoot: 0
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||||
isGroup: 0
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||||
nodeColor:
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||||
delaySimStatus: 0
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||||
falseConditionAction: Block
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||||
conditionPriority: 2
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||||
outgoingLinks:
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||||
- originConversationID: 96
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||||
originDialogueID: 1
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||||
destinationConversationID: 96
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||||
destinationDialogueID: 2
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||||
isConnector: 0
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||||
priority: 2
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||||
conditionsString:
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||||
userScript:
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||||
onExecute:
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||||
m_PersistentCalls:
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||||
m_Calls: []
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||||
canvasRect:
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serializedVersion: 2
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||||
x: 19
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||||
y: 87
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||||
width: 160
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||||
height: 30
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||||
- id: 2
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||||
fields:
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||||
- title: Title
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||||
value:
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||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Pictures
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||||
value: '[]'
|
||||
type: 3
|
||||
typeString: CustomFieldType_Files
|
||||
- title: Description
|
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value:
|
||||
type: 0
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typeString: CustomFieldType_Text
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- title: Actor
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value: 1
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type: 5
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typeString: CustomFieldType_Actor
|
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- title: Conversant
|
||||
value: 10
|
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type: 5
|
||||
typeString: CustomFieldType_Actor
|
||||
- title: Menu Text
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||||
value:
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||||
type: 0
|
||||
typeString: CustomFieldType_Text
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||||
- title: Dialogue Text
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||||
value: Hail, old man.
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||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Parenthetical
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||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Audio Files
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||||
value: '[]'
|
||||
type: 3
|
||||
typeString: CustomFieldType_Files
|
||||
- title: Video File
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||||
value:
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||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Sequence
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||||
value:
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||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: pl
|
||||
value:
|
||||
type: 4
|
||||
typeString: CustomFieldType_Localization
|
||||
conversationID: 96
|
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isRoot: 0
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isGroup: 0
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nodeColor:
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delaySimStatus: 0
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falseConditionAction: Block
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||||
conditionPriority: 2
|
||||
outgoingLinks:
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||||
- originConversationID: 96
|
||||
originDialogueID: 2
|
||||
destinationConversationID: 96
|
||||
destinationDialogueID: 3
|
||||
isConnector: 0
|
||||
priority: 2
|
||||
conditionsString:
|
||||
userScript:
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onExecute:
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||||
m_PersistentCalls:
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m_Calls: []
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canvasRect:
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||||
serializedVersion: 2
|
||||
x: 19
|
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y: 130
|
||||
width: 160
|
||||
height: 30
|
||||
- id: 3
|
||||
fields:
|
||||
- title: Title
|
||||
value:
|
||||
type: 0
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||||
typeString: CustomFieldType_Text
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- title: Pictures
|
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value: '[]'
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typeString: CustomFieldType_Files
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type: 0
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- title: Conversant
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- title: Menu Text
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value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Dialogue Text
|
||||
value: Another fool...! There is no hope in Ancaran! Nor anywhere else. We
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||||
were all betrayed. Abandoned.
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||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
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- title: Parenthetical
|
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value:
|
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type: 0
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typeString: CustomFieldType_Text
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||||
- title: Audio Files
|
||||
value: '[]'
|
||||
type: 3
|
||||
typeString: CustomFieldType_Files
|
||||
- title: Video File
|
||||
value:
|
||||
type: 0
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||||
typeString: CustomFieldType_Text
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||||
- title: Sequence
|
||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: pl
|
||||
value:
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||||
type: 4
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conversationID: 96
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nodeColor:
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delaySimStatus: 0
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conditionPriority: 2
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outgoingLinks:
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- originConversationID: 96
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originDialogueID: 3
|
||||
destinationConversationID: 96
|
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destinationDialogueID: 4
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isConnector: 0
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priority: 2
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conditionsString:
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userScript:
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onExecute:
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m_PersistentCalls:
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m_Calls: []
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canvasRect:
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serializedVersion: 2
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||||
x: 19
|
||||
y: 180
|
||||
width: 160
|
||||
height: 30
|
||||
- id: 4
|
||||
fields:
|
||||
- title: Title
|
||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Pictures
|
||||
value: '[]'
|
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type: 3
|
||||
typeString: CustomFieldType_Files
|
||||
- title: Description
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||||
type: 0
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- title: Actor
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type: 5
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- title: Conversant
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value: 10
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type: 5
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- title: Menu Text
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|
||||
type: 0
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- title: Dialogue Text
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|
||||
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- title: Parenthetical
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- title: Audio Files
|
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value: '[]'
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type: 3
|
||||
typeString: CustomFieldType_Files
|
||||
- title: Video File
|
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type: 0
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|
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- title: Sequence
|
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value:
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type: 0
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||||
- title: pl
|
||||
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type: 4
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conversationID: 96
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delaySimStatus: 0
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- originConversationID: 96
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|
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|
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conditionsString:
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onExecute:
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serializedVersion: 2
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|
||||
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|
||||
width: 160
|
||||
height: 30
|
||||
- id: 5
|
||||
fields:
|
||||
- title: Title
|
||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Pictures
|
||||
value: '[]'
|
||||
type: 3
|
||||
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|
||||
- title: Description
|
||||
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|
||||
type: 0
|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
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|
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|
||||
type: 0
|
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|
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|
||||
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- title: Audio Files
|
||||
value: '[]'
|
||||
type: 3
|
||||
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|
||||
- title: Video File
|
||||
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|
||||
type: 0
|
||||
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|
||||
- title: Sequence
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value:
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type: 0
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|
||||
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||||
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type: 4
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|
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
- id: 6
|
||||
fields:
|
||||
- title: Title
|
||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Pictures
|
||||
value: '[]'
|
||||
type: 3
|
||||
typeString: CustomFieldType_Files
|
||||
- title: Description
|
||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Actor
|
||||
value: 1
|
||||
type: 5
|
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|
||||
- title: Conversant
|
||||
value: 10
|
||||
type: 5
|
||||
typeString: CustomFieldType_Actor
|
||||
- title: Menu Text
|
||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Dialogue Text
|
||||
value: Nothing but a ranting lunatic.
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Parenthetical
|
||||
value:
|
||||
type: 0
|
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typeString: CustomFieldType_Text
|
||||
- title: Audio Files
|
||||
value: '[]'
|
||||
type: 3
|
||||
typeString: CustomFieldType_Files
|
||||
- title: Video File
|
||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: Sequence
|
||||
value:
|
||||
type: 0
|
||||
typeString: CustomFieldType_Text
|
||||
- title: pl
|
||||
value:
|
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type: 4
|
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typeString: CustomFieldType_Localization
|
||||
- title: EventGuid
|
||||
value: b6b6048b-ca0a-41eb-997f-2fd9796542ae
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|
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|
||||
conditionsString:
|
||||
userScript:
|
||||
onExecute:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
canvasRect:
|
||||
serializedVersion: 2
|
||||
x: 19
|
||||
y: 330
|
||||
width: 160
|
||||
height: 30
|
||||
canvasScrollPosition: {x: 0, y: 0}
|
||||
canvasZoom: 1
|
||||
syncInfo:
|
||||
syncActors: 0
|
||||
syncItems: 0
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,74 +1,102 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Linq;
|
||||
using System.Linq.Expressions;
|
||||
using PixelCrushers; // For Saver
|
||||
using Sirenix.OdinInspector; // For ReadOnly/Button attributes (Optional: remove if not using Odin)
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Beyond
|
||||
namespace Beyond // Ensure this namespace matches your project
|
||||
{
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class BarkPlayer : Saver
|
||||
{
|
||||
[Header("Bark Configuration")]
|
||||
[Tooltip("The index of the BarkEntry in BarkManager's m_barks list.")]
|
||||
public int barkManagerEntryIndex = 0;
|
||||
#region Inspector Fields
|
||||
|
||||
[Tooltip("Delay in seconds after one bark's audio finishes before starting the next.")]
|
||||
[Header("Bark Configuration")]
|
||||
[Tooltip("The indices of the BarkEntries in BarkManager's list to play sequentially.")]
|
||||
public int[] barkManagerEntryIndices = new int[0];
|
||||
|
||||
[Tooltip("Delay in seconds after one bark's audio finishes before starting the next bark WITHIN THE SAME entry sequence.")]
|
||||
[Min(0f)]
|
||||
public float delayBetweenBarks = 0.5f;
|
||||
|
||||
[Tooltip("Play barks within the entry in a random order (shuffled once on start/load).")]
|
||||
public bool shuffleOrder = false;
|
||||
[Tooltip("Delay in seconds after ALL barks in one entry sequence finish before starting the NEXT entry sequence.")]
|
||||
[Min(0f)]
|
||||
public float delayBetweenEntries = 5.0f;
|
||||
|
||||
[Tooltip("Keep playing barks (looping the sequence if necessary) as long as an object on a triggering layer stays inside.")]
|
||||
public bool loopWhileInside = true;
|
||||
[Tooltip("Play barks within each entry in a random order (shuffled when the entry starts).")]
|
||||
public bool shuffleOrder = false;
|
||||
|
||||
[Header("Trigger Settings")]
|
||||
[Tooltip("Layers that can activate this bark trigger.")]
|
||||
public LayerMask triggeringLayers; // User configures this in Inspector
|
||||
public LayerMask triggeringLayers;
|
||||
|
||||
[Header("State (Read Only)")]
|
||||
[SerializeField, ReadOnly(true)]
|
||||
private int nextBarkSequenceIndex = 0;
|
||||
[SerializeField, ReadOnly(true)]
|
||||
private bool isTriggeringObjectInside = false; // Renamed for clarity
|
||||
[Header("Activation")]
|
||||
[Tooltip("If true, the BarkPlayer will be active automatically when the game starts or when loaded without existing save data for it.")]
|
||||
public bool startAutomaticallyOnLoad = false;
|
||||
|
||||
// --- Internal Vars ---
|
||||
// Removed PLAYER_LAYER_NAME constant
|
||||
private List<int> playbackOrder;
|
||||
// Runtime state fields remain private but visible for debugging if needed
|
||||
[Header("Runtime State (Read Only)")]
|
||||
[SerializeField, ReadOnly] // Use Sirenix ReadOnly or remove if not using Odin
|
||||
private bool _runtime_IsStarted = false; // Tracks the current operational state
|
||||
|
||||
[SerializeField, ReadOnly]
|
||||
private int currentEntryArrayIndex = 0; // Index for barkManagerEntryIndices array
|
||||
|
||||
[SerializeField, ReadOnly]
|
||||
private int nextBarkSequenceIndex = 0; // Index for playbackOrder (within current entry)
|
||||
|
||||
[SerializeField, ReadOnly]
|
||||
private bool isTriggeringObjectInside = false; // Is a valid object currently inside?
|
||||
|
||||
#endregion
|
||||
|
||||
#region Internal Variables
|
||||
|
||||
private List<int> playbackOrder; // Stores the bark order for the CURRENTLY active entry
|
||||
private bool isInitialized = false;
|
||||
private Collider triggerCollider;
|
||||
private BarkManager barkManager;
|
||||
private BarkManager barkManager; // Cached reference
|
||||
private Coroutine currentPlaybackCoroutine = null;
|
||||
private Transform currentTriggererTransform = null; // Store the transform of the object inside
|
||||
private Transform currentTriggererTransform = null; // Transform of the object inside
|
||||
|
||||
#endregion
|
||||
|
||||
#region Save Data Structure
|
||||
|
||||
// --- Save Data --- (Remains the same)
|
||||
[System.Serializable]
|
||||
public class BarkPlayerData { /* ... same as before ... */
|
||||
public int savedNextBarkSequenceIndex;
|
||||
public List<int> savedPlaybackOrder;
|
||||
public bool wasShuffled;
|
||||
public class BarkPlayerData
|
||||
{
|
||||
public bool savedIsStarted; // Tracks the saved state from _runtime_IsStarted
|
||||
public int savedCurrentEntryArrayIndex;
|
||||
public int savedNextBarkSequenceIndex;
|
||||
public bool wasShuffled; // Tracks shuffle setting at time of save
|
||||
}
|
||||
private BarkPlayerData m_saveData = new BarkPlayerData();
|
||||
|
||||
// --- Methods ---
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle Methods
|
||||
|
||||
public override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
// Set initial state based on Inspector setting *before* base.Awake potentially calls ApplyData
|
||||
// If save data exists, ApplyData will overwrite this.
|
||||
_runtime_IsStarted = startAutomaticallyOnLoad;
|
||||
|
||||
base.Awake(); // This might call ApplyData via Save System
|
||||
|
||||
// --- Component & Initial Setup ---
|
||||
triggerCollider = GetComponent<Collider>();
|
||||
if (!triggerCollider.isTrigger)
|
||||
{
|
||||
Debug.LogWarning($"BarkPlayer on {gameObject.name}: Collider is not set to 'Is Trigger'. Forcing it.", this);
|
||||
Debug.LogWarning($"BarkPlayer on {gameObject.name}: Collider was not set to 'Is Trigger'. Forcing it.", this);
|
||||
triggerCollider.isTrigger = true;
|
||||
}
|
||||
|
||||
// --- Set Default LayerMask if Unassigned ---
|
||||
if (triggeringLayers.value == 0) // LayerMask is empty/unassigned in inspector
|
||||
// --- Default LayerMask ---
|
||||
if (triggeringLayers.value == 0) // LayerMask is empty/unassigned
|
||||
{
|
||||
int playerLayer = LayerMask.NameToLayer("Player");
|
||||
if (playerLayer != -1)
|
||||
@@ -78,245 +106,443 @@ namespace Beyond
|
||||
}
|
||||
else
|
||||
{
|
||||
// Layer "Player" doesn't exist, and no layers were assigned. Log an error.
|
||||
Debug.LogError($"BarkPlayer on {gameObject.name}: Triggering Layers is not set in the inspector, and the default 'Player' layer was not found. This trigger will likely not activate.", this);
|
||||
// Leave triggeringLayers as 0 (Nothing)
|
||||
Debug.LogError($"BarkPlayer ({gameObject.name}): Triggering Layers is not set in the inspector, and the default 'Player' layer was not found. This trigger will likely not activate.", this);
|
||||
}
|
||||
}
|
||||
// --- End LayerMask Default ---
|
||||
|
||||
|
||||
// Initialize save data defaults
|
||||
m_saveData.savedNextBarkSequenceIndex = 0;
|
||||
m_saveData.savedPlaybackOrder = null;
|
||||
m_saveData.wasShuffled = shuffleOrder;
|
||||
nextBarkSequenceIndex = 0;
|
||||
isTriggeringObjectInside = false;
|
||||
// Final state of _runtime_IsStarted reflects Inspector default OR loaded save data.
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// --- Get BarkManager Instance ---
|
||||
barkManager = BarkManager.Instance;
|
||||
if (barkManager == null)
|
||||
{
|
||||
Debug.LogError($"BarkPlayer on {gameObject.name}: Could not find BarkManager instance!", this);
|
||||
Debug.LogError($"BarkPlayer ({gameObject.name}): Could not find BarkManager instance! Disabling component.", this);
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
InitializePlaybackOrder();
|
||||
isInitialized = true;
|
||||
}
|
||||
// --- Apply Loaded Indices ---
|
||||
// Ensure array index is valid even if array size changed since saving
|
||||
currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
|
||||
// nextBarkSequenceIndex will be applied when PrepareEntrySequence is called
|
||||
|
||||
// InitializePlaybackOrder() remains the same as before
|
||||
|
||||
private void InitializePlaybackOrder()
|
||||
{
|
||||
if (barkManager == null) return;
|
||||
|
||||
int barkCount = barkManager.GetBarkCountInEntry(barkManagerEntryIndex);
|
||||
if (barkCount <= 0)
|
||||
// --- Validate Entry Indices ---
|
||||
if (barkManagerEntryIndices == null || barkManagerEntryIndices.Length == 0)
|
||||
{
|
||||
Debug.LogWarning($"BarkPlayer on {gameObject.name}: BarkEntry {barkManagerEntryIndex} has no barks. Disabling.", this);
|
||||
playbackOrder = new List<int>();
|
||||
Debug.LogWarning($"BarkPlayer ({gameObject.name}): No Bark Manager Entry Indices provided. Disabling.", this);
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
bool useLoadedOrder = m_saveData.savedPlaybackOrder != null &&
|
||||
m_saveData.wasShuffled == shuffleOrder &&
|
||||
m_saveData.savedPlaybackOrder.Count == barkCount;
|
||||
|
||||
if (useLoadedOrder)
|
||||
for (int i = 0; i < barkManagerEntryIndices.Length; i++)
|
||||
{
|
||||
playbackOrder = new List<int>(m_saveData.savedPlaybackOrder);
|
||||
}
|
||||
else
|
||||
{
|
||||
playbackOrder = Enumerable.Range(0, barkCount).ToList();
|
||||
if (shuffleOrder)
|
||||
if (barkManagerEntryIndices[i] < 0 || barkManagerEntryIndices[i] >= barkManager.m_barks.Length)
|
||||
{
|
||||
for (int i = playbackOrder.Count - 1; i > 0; i--) {
|
||||
int j = Random.Range(0, i + 1);
|
||||
(playbackOrder[i], playbackOrder[j]) = (playbackOrder[j], playbackOrder[i]);
|
||||
}
|
||||
m_saveData.wasShuffled = true;
|
||||
} else {
|
||||
m_saveData.wasShuffled = false;
|
||||
Debug.LogError($"BarkPlayer ({gameObject.name}): Invalid Bark Manager Entry Index {barkManagerEntryIndices[i]} at array position {i}. Max index is {barkManager.m_barks.Length - 1}. Disabling.", this);
|
||||
enabled = false;
|
||||
return;
|
||||
}
|
||||
m_saveData.savedPlaybackOrder = new List<int>(playbackOrder);
|
||||
}
|
||||
|
||||
nextBarkSequenceIndex = Mathf.Clamp(m_saveData.savedNextBarkSequenceIndex, 0, playbackOrder.Count);
|
||||
isInitialized = true;
|
||||
|
||||
if (nextBarkSequenceIndex >= playbackOrder.Count && !loopWhileInside)
|
||||
{
|
||||
Debug.Log($"BarkPlayer on {gameObject.name}: Sequence for entry {barkManagerEntryIndex} already completed (and not looping).", this);
|
||||
}
|
||||
// Check if we should start playing immediately after initialization
|
||||
// (e.g., if loaded state is 'started' and player is already inside trigger)
|
||||
CheckForAutoStartIfInside();
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Collider col = GetComponent<Collider>();
|
||||
if (col != null)
|
||||
{
|
||||
Gizmos.color = isTriggeringObjectInside ? new Color(1f, 0.5f, 0.5f, 0.4f) : new Color(0.5f, 1f, 0.5f, 0.3f); // Red when active
|
||||
if (col is BoxCollider box) Gizmos.DrawCube(transform.TransformPoint(box.center), Vector3.Scale(box.size, transform.lossyScale));
|
||||
else if (col is SphereCollider sphere) Gizmos.DrawSphere(transform.TransformPoint(sphere.center), sphere.radius * MaxComponent(transform.lossyScale));
|
||||
// Add other collider types if needed
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Trigger Handling
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!isInitialized) return;
|
||||
// Ignore if not initialized, not enabled, or runtime state is not 'Started'
|
||||
if (!isInitialized || !enabled || !_runtime_IsStarted) return;
|
||||
|
||||
// --- Check Layer Mask ---
|
||||
// --- Layer Check ---
|
||||
int otherLayer = other.gameObject.layer;
|
||||
// Check if the entering object's layer is in our mask
|
||||
if ((triggeringLayers.value & (1 << otherLayer)) == 0)
|
||||
{
|
||||
// Layer not in mask, ignore this trigger event
|
||||
return;
|
||||
return; // Layer not in mask, ignore this trigger event
|
||||
}
|
||||
// --- End Layer Check ---
|
||||
|
||||
// Object on a triggering layer entered
|
||||
// --- Check if already processing an object ---
|
||||
// This prevents multiple triggering objects from interfering. Only the first one in matters.
|
||||
if (isTriggeringObjectInside) return;
|
||||
|
||||
// --- Valid Trigger ---
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' entered.", this);
|
||||
isTriggeringObjectInside = true;
|
||||
currentTriggererTransform = other.transform; // Store the transform for barking
|
||||
|
||||
// Start playback if not already running
|
||||
// --- Start Playback Coroutine if not already running ---
|
||||
if (currentPlaybackCoroutine == null)
|
||||
{
|
||||
// Apply potentially loaded/saved array index before starting loop
|
||||
currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
|
||||
// nextBarkSequenceIndex will be set by PrepareEntrySequence inside the coroutine
|
||||
currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
if (!isInitialized) return;
|
||||
if (!isInitialized || !enabled) return;
|
||||
|
||||
// --- Check Layer Mask ---
|
||||
int otherLayer = other.gameObject.layer;
|
||||
if ((triggeringLayers.value & (1 << otherLayer)) == 0)
|
||||
{
|
||||
// Ignore exit events from non-triggering layers
|
||||
return;
|
||||
}
|
||||
// --- End Layer Check ---
|
||||
// --- Layer Check ---
|
||||
int otherLayer = other.gameObject.layer;
|
||||
if ((triggeringLayers.value & (1 << otherLayer)) == 0)
|
||||
{
|
||||
return; // Ignore exit events from non-triggering layers
|
||||
}
|
||||
|
||||
// Object on a triggering layer exited
|
||||
// Important: Only react if the exiting object is the *same one* we stored.
|
||||
// This handles cases where multiple triggering objects might enter/exit.
|
||||
// --- Check if the *tracked* object is the one exiting ---
|
||||
if (other.transform == currentTriggererTransform)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' exited.", this);
|
||||
isTriggeringObjectInside = false;
|
||||
currentTriggererTransform = null; // Clear the stored transform
|
||||
|
||||
// Stop the playback coroutine
|
||||
// --- Stop the Playback Coroutine ---
|
||||
if (currentPlaybackCoroutine != null)
|
||||
{
|
||||
StopCoroutine(currentPlaybackCoroutine);
|
||||
currentPlaybackCoroutine = null;
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Stopping playback loop due to exit.", this);
|
||||
// Optional: Stop BarkManager audio immediately
|
||||
// Optional: Immediately stop BarkManager audio?
|
||||
// if (barkManager != null && barkManager.IsPlaying) barkManager.m_audioSource.Stop();
|
||||
}
|
||||
}
|
||||
// Else: Some other object on a triggering layer exited, but the primary one is still inside. Do nothing.
|
||||
|
||||
}
|
||||
|
||||
// ContinuousPlaybackLoop now uses the stored currentTriggererTransform
|
||||
#endregion
|
||||
|
||||
#region Playback Logic
|
||||
|
||||
/// <summary>
|
||||
/// Sets up the playbackOrder list for a specific BarkManager entry index.
|
||||
/// Resets or applies saved nextBarkSequenceIndex.
|
||||
/// </summary>
|
||||
/// <param name="entryIndexToPrepare">The index within BarkManager's m_barks array.</param>
|
||||
/// <returns>True if preparation was successful (entry has barks), false otherwise.</returns>
|
||||
private bool PrepareEntrySequence(int entryIndexToPrepare)
|
||||
{
|
||||
if (barkManager == null) return false;
|
||||
|
||||
int barkCount = barkManager.GetBarkCountInEntry(entryIndexToPrepare);
|
||||
if (barkCount <= 0)
|
||||
{
|
||||
Debug.LogWarning($"BarkPlayer ({gameObject.name}): BarkEntry {entryIndexToPrepare} (from array index {currentEntryArrayIndex}) has no barks. Skipping entry.", this);
|
||||
playbackOrder = new List<int>(); // Ensure list is empty
|
||||
nextBarkSequenceIndex = 0;
|
||||
return false; // Indicate nothing to play for this entry
|
||||
}
|
||||
|
||||
// Generate sequence order (sequential or shuffled)
|
||||
playbackOrder = Enumerable.Range(0, barkCount).ToList();
|
||||
if (shuffleOrder)
|
||||
{
|
||||
// Simple Fisher-Yates shuffle
|
||||
for (int i = playbackOrder.Count - 1; i > 0; i--)
|
||||
{
|
||||
int j = Random.Range(0, i + 1);
|
||||
// Tuple swap is concise
|
||||
(playbackOrder[i], playbackOrder[j]) = (playbackOrder[j], playbackOrder[i]);
|
||||
}
|
||||
// Debug.Log($"BarkPlayer ({gameObject.name}): Shuffled order for entry {entryIndexToPrepare}.", this);
|
||||
}
|
||||
|
||||
// Reset sequence progress. Apply saved index ONLY if the loaded array index matches the current one.
|
||||
if (currentEntryArrayIndex == m_saveData.savedCurrentEntryArrayIndex)
|
||||
{
|
||||
nextBarkSequenceIndex = Mathf.Clamp(m_saveData.savedNextBarkSequenceIndex, 0, playbackOrder.Count);
|
||||
// Debug.Log($"BarkPlayer ({gameObject.name}): Resuming entry {entryIndexToPrepare} at bark index {nextBarkSequenceIndex}.", this);
|
||||
}
|
||||
else
|
||||
{
|
||||
nextBarkSequenceIndex = 0; // Start new entry from beginning if array index differs from saved
|
||||
}
|
||||
|
||||
return true; // Preparation successful
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Main coroutine managing the playback loop through entries and barks.
|
||||
/// </summary>
|
||||
private IEnumerator ContinuousPlaybackLoop()
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Starting playback loop.", this);
|
||||
|
||||
// Ensure we have a target transform before proceeding
|
||||
while (currentTriggererTransform == null && isTriggeringObjectInside)
|
||||
// Initial check for valid configuration
|
||||
if (barkManagerEntryIndices == null || barkManagerEntryIndices.Length == 0)
|
||||
{
|
||||
Debug.LogWarning($"BarkPlayer ({gameObject.name}): Waiting for valid triggerer transform.", this);
|
||||
yield return null; // Wait a frame if trigger happened but transform wasn't stored yet (unlikely but safe)
|
||||
Debug.LogError($"BarkPlayer ({gameObject.name}): Cannot start loop, entry indices array is empty or null.", this);
|
||||
currentPlaybackCoroutine = null; // Ensure coroutine reference is cleared
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Main loop runs while a triggering object is inside AND we have its transform
|
||||
// Outer loop: Continues as long as a valid triggering object is inside
|
||||
while (isTriggeringObjectInside && currentTriggererTransform != null)
|
||||
{
|
||||
if (playbackOrder == null || playbackOrder.Count == 0)
|
||||
// --- Step 1: Prepare for Current Entry ---
|
||||
// Safety check/loop wrap for the array index
|
||||
if (currentEntryArrayIndex >= barkManagerEntryIndices.Length)
|
||||
{
|
||||
Debug.LogWarning($"BarkPlayer ({gameObject.name}): No barks to play in entry {barkManagerEntryIndex}.", this);
|
||||
yield break;
|
||||
currentEntryArrayIndex = 0;
|
||||
if (barkManagerEntryIndices.Length == 0)
|
||||
{ // Should be caught earlier, but double-check
|
||||
Debug.LogError($"BarkPlayer ({gameObject.name}): Entry indices array became empty during loop?", this);
|
||||
yield break;
|
||||
}
|
||||
}
|
||||
|
||||
bool sequenceFinished = nextBarkSequenceIndex >= playbackOrder.Count;
|
||||
int currentManagerEntryIndex = barkManagerEntryIndices[currentEntryArrayIndex];
|
||||
// Debug.Log($"BarkPlayer ({gameObject.name}): Preparing Entry Index: {currentManagerEntryIndex} (Array Pos: {currentEntryArrayIndex}).", this);
|
||||
|
||||
if (sequenceFinished)
|
||||
// Prepare the sequence (generate playbackOrder, set nextBarkSequenceIndex)
|
||||
bool canPlayEntry = PrepareEntrySequence(currentManagerEntryIndex);
|
||||
|
||||
if (!canPlayEntry) // Skip this entry if it has no barks
|
||||
{
|
||||
if (loopWhileInside)
|
||||
// Debug.Log($"BarkPlayer ({gameObject.name}): Skipping empty BarkEntry {currentManagerEntryIndex}.", this);
|
||||
currentEntryArrayIndex++; // Move immediately to the next entry index
|
||||
yield return null; // Wait a frame before checking the next entry in the outer loop
|
||||
continue; // Go to next iteration of the outer while loop (skips delays below)
|
||||
}
|
||||
|
||||
|
||||
// --- Step 2: Inner Loop - Play Barks within the Current Entry ---
|
||||
while (nextBarkSequenceIndex < playbackOrder.Count && isTriggeringObjectInside && currentTriggererTransform != null)
|
||||
{
|
||||
// Wait for BarkManager's AudioSource if it's busy
|
||||
while (barkManager.IsPlaying && isTriggeringObjectInside)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Sequence finished, looping.", this);
|
||||
nextBarkSequenceIndex = 0;
|
||||
if (shuffleOrder) {
|
||||
InitializePlaybackOrder();
|
||||
nextBarkSequenceIndex = 0;
|
||||
if (playbackOrder.Count == 0) yield break;
|
||||
yield return null; // Wait a frame
|
||||
}
|
||||
// Re-check condition after waiting, player might have left
|
||||
if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
|
||||
|
||||
|
||||
// Play the specific bark for this step in the sequence
|
||||
int barkIndexToPlay = playbackOrder[nextBarkSequenceIndex];
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Playing Bark {nextBarkSequenceIndex + 1}/{playbackOrder.Count} (Actual Index: {barkIndexToPlay}) from Entry {currentManagerEntryIndex}.", this);
|
||||
|
||||
// Play using the specific index, passing the triggerer's transform
|
||||
AudioClip playedClip = barkManager.PlayBark(currentManagerEntryIndex, currentTriggererTransform, barkIndexToPlay);
|
||||
|
||||
nextBarkSequenceIndex++; // Increment progress within this entry's sequence
|
||||
|
||||
// Wait for the bark's duration plus the inter-bark delay
|
||||
float waitTime = delayBetweenBarks;
|
||||
if (playedClip != null) { waitTime += Mathf.Max(0f, playedClip.length); } // Ensure non-negative length
|
||||
|
||||
// Perform the wait, checking continuously if the player leaves
|
||||
if (waitTime > 0)
|
||||
{
|
||||
float timer = 0f;
|
||||
while (timer < waitTime && isTriggeringObjectInside && currentTriggererTransform != null)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
yield return null; // Wait one frame
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Sequence finished, not looping. Waiting for exit.", this);
|
||||
// Wait until trigger object leaves
|
||||
while(isTriggeringObjectInside && currentTriggererTransform != null) { yield return null; }
|
||||
yield break; // Exit coroutine
|
||||
// Minimum one frame wait even if no delay/clip length
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// If player left during wait, break inner loop
|
||||
if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
|
||||
|
||||
} // --- End of Inner Loop (Barks within Entry) ---
|
||||
|
||||
|
||||
// --- Step 3: Transition to Next Entry (if player didn't exit) ---
|
||||
if (isTriggeringObjectInside && currentTriggererTransform != null)
|
||||
{
|
||||
// Current entry sequence finished normally
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Finished sequence for Entry {currentManagerEntryIndex}.", this);
|
||||
|
||||
currentEntryArrayIndex++; // Move to the next entry index in the array
|
||||
|
||||
// Check for wrapping / end of all entries in the array
|
||||
if (currentEntryArrayIndex >= barkManagerEntryIndices.Length)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Finished all entries in the array. Looping back.", this);
|
||||
currentEntryArrayIndex = 0; // Loop back to the start of the array
|
||||
}
|
||||
|
||||
// Wait for the specified delay BETWEEN entries
|
||||
if (delayBetweenEntries > 0)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Waiting {delayBetweenEntries}s before next entry.", this);
|
||||
float timer = 0f;
|
||||
while (timer < delayBetweenEntries && isTriggeringObjectInside && currentTriggererTransform != null)
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
yield return null; // Wait one frame
|
||||
}
|
||||
// If player left during delay, break outer loop
|
||||
if (!isTriggeringObjectInside || currentTriggererTransform == null) break;
|
||||
}
|
||||
// The outer loop will then continue, preparing the next entry
|
||||
}
|
||||
|
||||
// Wait for BarkManager's AudioSource if necessary
|
||||
if (barkManager.IsPlaying)
|
||||
{
|
||||
yield return null;
|
||||
continue;
|
||||
}
|
||||
} // --- End of Outer Loop (isTriggeringObjectInside) ---
|
||||
|
||||
// Play the bark using the stored transform
|
||||
int barkIndexToPlay = playbackOrder[nextBarkSequenceIndex];
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Playing bark {nextBarkSequenceIndex} (actual index: {barkIndexToPlay}) targeting '{currentTriggererTransform.name}'.", this);
|
||||
|
||||
// Pass the stored transform
|
||||
AudioClip playedClip = barkManager.PlayBark(barkManagerEntryIndex, currentTriggererTransform, barkIndexToPlay);
|
||||
|
||||
nextBarkSequenceIndex++;
|
||||
|
||||
float waitTime = delayBetweenBarks;
|
||||
if (playedClip != null) { waitTime += Mathf.Max(0f, playedClip.length); }
|
||||
|
||||
if (waitTime > 0) { yield return new WaitForSeconds(waitTime); }
|
||||
else { yield return null; }
|
||||
}
|
||||
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Playback loop finished (Triggering object left or transform lost).", this);
|
||||
// Reset coroutine reference *if* it was this instance that finished it
|
||||
// (OnTriggerExit might have already cleared it)
|
||||
if (currentPlaybackCoroutine != null && !isTriggeringObjectInside) {
|
||||
currentPlaybackCoroutine = null;
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Playback loop finished (Triggering object left or component stopped).", this);
|
||||
// Clear coroutine reference *if* this coroutine instance is the one finishing
|
||||
if (currentPlaybackCoroutine != null && (!isTriggeringObjectInside || currentTriggererTransform == null))
|
||||
{
|
||||
currentPlaybackCoroutine = null;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// --- Save System Integration --- (Remains the same)
|
||||
public override string RecordData() { /* ... same as before ... */
|
||||
#region Public Control Methods
|
||||
|
||||
/// <summary>
|
||||
/// Enables the BarkPlayer's runtime operation. It will start playing sequences when triggered.
|
||||
/// If a triggering object is already inside, playback may start immediately.
|
||||
/// </summary>
|
||||
[Button] // Example for Odin Inspector button
|
||||
public void StartPlayer()
|
||||
{
|
||||
if (!_runtime_IsStarted)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Started.", this);
|
||||
_runtime_IsStarted = true;
|
||||
// If already initialized, check if we need to immediately start playback
|
||||
if (isInitialized)
|
||||
{
|
||||
CheckForAutoStartIfInside();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disables the BarkPlayer's runtime operation. Stops any current playback and ignores future triggers.
|
||||
/// </summary>
|
||||
[Button] // Example for Odin Inspector button
|
||||
public void StopPlayer()
|
||||
{
|
||||
if (_runtime_IsStarted)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Player Runtime Stopped.", this);
|
||||
_runtime_IsStarted = false;
|
||||
|
||||
// Stop any currently running playback coroutine
|
||||
if (currentPlaybackCoroutine != null)
|
||||
{
|
||||
StopCoroutine(currentPlaybackCoroutine);
|
||||
currentPlaybackCoroutine = null; // Clear the reference
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Stopping active playback loop.", this);
|
||||
// Optional: Immediately stop BarkManager audio?
|
||||
// if (barkManager != null && barkManager.IsPlaying) barkManager.m_audioSource.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the player is currently inside the trigger and starts the playback loop
|
||||
/// if the BarkPlayer is started (_runtime_IsStarted=true) but the loop isn't currently running.
|
||||
/// Useful after initialization (in Start) or after calling StartPlayer manually.
|
||||
/// </summary>
|
||||
private void CheckForAutoStartIfInside()
|
||||
{
|
||||
if (_runtime_IsStarted && isTriggeringObjectInside && currentTriggererTransform != null && currentPlaybackCoroutine == null && isInitialized)
|
||||
{
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object already inside and player is started. Starting playback loop.", this);
|
||||
// Ensure indices are correctly set from save data before starting
|
||||
currentEntryArrayIndex = Mathf.Clamp(m_saveData.savedCurrentEntryArrayIndex, 0, Mathf.Max(0, barkManagerEntryIndices.Length - 1));
|
||||
currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Save System Integration (Pixel Crushers Saver)
|
||||
|
||||
public override string RecordData()
|
||||
{
|
||||
// Update save data container with current runtime state
|
||||
m_saveData.savedIsStarted = this._runtime_IsStarted;
|
||||
m_saveData.savedCurrentEntryArrayIndex = this.currentEntryArrayIndex;
|
||||
m_saveData.savedNextBarkSequenceIndex = this.nextBarkSequenceIndex;
|
||||
m_saveData.savedPlaybackOrder = new List<int>(this.playbackOrder ?? new List<int>());
|
||||
m_saveData.wasShuffled = this.shuffleOrder;
|
||||
m_saveData.wasShuffled = this.shuffleOrder; // Record shuffle setting at time of save
|
||||
|
||||
// Serialize the save data container
|
||||
return SaveSystem.Serialize(m_saveData);
|
||||
}
|
||||
public override void ApplyData(string s) { /* ... same as before ... */
|
||||
if (string.IsNullOrEmpty(s)) return;
|
||||
var loadedData = SaveSystem.Deserialize<BarkPlayerData>(s);
|
||||
if (loadedData != null) { m_saveData = loadedData; }
|
||||
else Debug.LogError($"BarkPlayer ({gameObject.name}): Failed to deserialize save data.", this);
|
||||
|
||||
public override void ApplyData(string s)
|
||||
{
|
||||
// Handle case where there is no save data for this component
|
||||
if (string.IsNullOrEmpty(s))
|
||||
{
|
||||
// No save data - runtime state keeps the value set by startAutomaticallyOnLoad in Awake
|
||||
_runtime_IsStarted = startAutomaticallyOnLoad;
|
||||
// Reset progress indices if no save data
|
||||
m_saveData.savedCurrentEntryArrayIndex = 0;
|
||||
m_saveData.savedNextBarkSequenceIndex = 0;
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): No save data found, using startAutomaticallyOnLoad ({startAutomaticallyOnLoad}).", this);
|
||||
return;
|
||||
}
|
||||
|
||||
// Deserialize the saved data string
|
||||
var loadedData = SaveSystem.Deserialize<BarkPlayerData>(s);
|
||||
if (loadedData != null)
|
||||
{
|
||||
m_saveData = loadedData; // Store the loaded data
|
||||
// Apply the loaded runtime state
|
||||
this._runtime_IsStarted = m_saveData.savedIsStarted;
|
||||
// Indices will be applied in Start() / PrepareEntrySequence() using m_saveData
|
||||
Debug.Log($"BarkPlayer ({gameObject.name}): Applied loaded data. Started={_runtime_IsStarted}, EntryIdx={m_saveData.savedCurrentEntryArrayIndex}, BarkIdx={m_saveData.savedNextBarkSequenceIndex}.", this);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"BarkPlayer ({gameObject.name}): Failed to deserialize save data. Using defaults.", this);
|
||||
// Fallback: use inspector setting if deserialize failed
|
||||
this._runtime_IsStarted = startAutomaticallyOnLoad;
|
||||
m_saveData.savedCurrentEntryArrayIndex = 0;
|
||||
m_saveData.savedNextBarkSequenceIndex = 0;
|
||||
}
|
||||
|
||||
// After applying data, ensure consistency: if loaded state is 'stopped', stop coroutine
|
||||
if (!this._runtime_IsStarted && currentPlaybackCoroutine != null)
|
||||
{
|
||||
StopCoroutine(currentPlaybackCoroutine);
|
||||
currentPlaybackCoroutine = null;
|
||||
}
|
||||
// The CheckForAutoStartIfInside() call in Start() will handle restarting the
|
||||
// coroutine if the loaded state is 'started' and the player is inside the trigger.
|
||||
}
|
||||
|
||||
// --- Gizmos --- (Remain the same, uses isTriggeringObjectInside now)
|
||||
private void OnDrawGizmos() {
|
||||
Collider col = GetComponent<Collider>();
|
||||
if (col != null) {
|
||||
Gizmos.color = isTriggeringObjectInside ? new Color(1f, 0.5f, 0.5f, 0.4f) : new Color(0.5f, 1f, 0.5f, 0.3f);
|
||||
if (col is BoxCollider box) Gizmos.DrawCube(transform.TransformPoint(box.center), Vector3.Scale(box.size, transform.lossyScale));
|
||||
else if (col is SphereCollider sphere) Gizmos.DrawSphere(transform.TransformPoint(sphere.center), sphere.radius * MaxComponent(transform.lossyScale));
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Helper Methods
|
||||
|
||||
/// <summary> Helper to find the largest component of a Vector3 (for Gizmos). </summary>
|
||||
private float MaxComponent(Vector3 v) => Mathf.Max(Mathf.Max(v.x, v.y), v.z);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user