Files
beyond/Assets/Scripts/Utils/BarkPlayer.cs

322 lines
14 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Linq.Expressions;
using PixelCrushers; // For Saver
using UnityEngine;
using Random = UnityEngine.Random;
namespace Beyond
{
[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;
[Tooltip("Delay in seconds after one bark's audio finishes before starting the next.")]
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("Keep playing barks (looping the sequence if necessary) as long as an object on a triggering layer stays inside.")]
public bool loopWhileInside = true;
[Header("Trigger Settings")]
[Tooltip("Layers that can activate this bark trigger.")]
public LayerMask triggeringLayers; // User configures this in Inspector
[Header("State (Read Only)")]
[SerializeField, ReadOnly(true)]
private int nextBarkSequenceIndex = 0;
[SerializeField, ReadOnly(true)]
private bool isTriggeringObjectInside = false; // Renamed for clarity
// --- Internal Vars ---
// Removed PLAYER_LAYER_NAME constant
private List<int> playbackOrder;
private bool isInitialized = false;
private Collider triggerCollider;
private BarkManager barkManager;
private Coroutine currentPlaybackCoroutine = null;
private Transform currentTriggererTransform = null; // Store the transform of the object inside
// --- Save Data --- (Remains the same)
[System.Serializable]
public class BarkPlayerData { /* ... same as before ... */
public int savedNextBarkSequenceIndex;
public List<int> savedPlaybackOrder;
public bool wasShuffled;
}
private BarkPlayerData m_saveData = new BarkPlayerData();
// --- Methods ---
public override void Awake()
{
base.Awake();
triggerCollider = GetComponent<Collider>();
if (!triggerCollider.isTrigger)
{
Debug.LogWarning($"BarkPlayer on {gameObject.name}: Collider is not set to 'Is Trigger'. Forcing it.", this);
triggerCollider.isTrigger = true;
}
// --- Set Default LayerMask if Unassigned ---
if (triggeringLayers.value == 0) // LayerMask is empty/unassigned in inspector
{
int playerLayer = LayerMask.NameToLayer("Player");
if (playerLayer != -1)
{
triggeringLayers = LayerMask.GetMask("Player"); // Default to Player layer
Debug.LogWarning($"BarkPlayer on {gameObject.name}: Triggering Layers not set in inspector, defaulting to 'Player' layer.", this);
}
else
{
// Layer "Player" doesn't exist, and no layers were assigned. Log an error.
Debug.LogError($"BarkPlayer on {gameObject.name}: Triggering Layers is not set in the inspector, and the default 'Player' layer was not found. This trigger will likely not activate.", this);
// Leave triggeringLayers as 0 (Nothing)
}
}
// --- End LayerMask Default ---
// Initialize save data defaults
m_saveData.savedNextBarkSequenceIndex = 0;
m_saveData.savedPlaybackOrder = null;
m_saveData.wasShuffled = shuffleOrder;
nextBarkSequenceIndex = 0;
isTriggeringObjectInside = false;
}
private void Start()
{
barkManager = BarkManager.Instance;
if (barkManager == null)
{
Debug.LogError($"BarkPlayer on {gameObject.name}: Could not find BarkManager instance!", this);
enabled = false;
return;
}
InitializePlaybackOrder();
isInitialized = true;
}
// InitializePlaybackOrder() remains the same as before
private void InitializePlaybackOrder()
{
if (barkManager == null) return;
int barkCount = barkManager.GetBarkCountInEntry(barkManagerEntryIndex);
if (barkCount <= 0)
{
Debug.LogWarning($"BarkPlayer on {gameObject.name}: BarkEntry {barkManagerEntryIndex} has no barks. Disabling.", this);
playbackOrder = new List<int>();
enabled = false;
return;
}
bool useLoadedOrder = m_saveData.savedPlaybackOrder != null &&
m_saveData.wasShuffled == shuffleOrder &&
m_saveData.savedPlaybackOrder.Count == barkCount;
if (useLoadedOrder)
{
playbackOrder = new List<int>(m_saveData.savedPlaybackOrder);
}
else
{
playbackOrder = Enumerable.Range(0, barkCount).ToList();
if (shuffleOrder)
{
for (int i = playbackOrder.Count - 1; i > 0; i--) {
int j = Random.Range(0, i + 1);
(playbackOrder[i], playbackOrder[j]) = (playbackOrder[j], playbackOrder[i]);
}
m_saveData.wasShuffled = true;
} else {
m_saveData.wasShuffled = false;
}
m_saveData.savedPlaybackOrder = new List<int>(playbackOrder);
}
nextBarkSequenceIndex = Mathf.Clamp(m_saveData.savedNextBarkSequenceIndex, 0, playbackOrder.Count);
if (nextBarkSequenceIndex >= playbackOrder.Count && !loopWhileInside)
{
Debug.Log($"BarkPlayer on {gameObject.name}: Sequence for entry {barkManagerEntryIndex} already completed (and not looping).", this);
}
}
private void OnTriggerEnter(Collider other)
{
if (!isInitialized) return;
// --- Check Layer Mask ---
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;
}
// --- End Layer Check ---
// Object on a triggering layer entered
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' entered.", this);
isTriggeringObjectInside = true;
currentTriggererTransform = other.transform; // Store the transform for barking
// Start playback if not already running
if (currentPlaybackCoroutine == null)
{
currentPlaybackCoroutine = StartCoroutine(ContinuousPlaybackLoop());
}
}
private void OnTriggerExit(Collider other)
{
if (!isInitialized) return;
// --- Check Layer Mask ---
int otherLayer = other.gameObject.layer;
if ((triggeringLayers.value & (1 << otherLayer)) == 0)
{
// Ignore exit events from non-triggering layers
return;
}
// --- End Layer Check ---
// Object on a triggering layer exited
// Important: Only react if the exiting object is the *same one* we stored.
// This handles cases where multiple triggering objects might enter/exit.
if (other.transform == currentTriggererTransform)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Triggering object '{other.name}' exited.", this);
isTriggeringObjectInside = false;
currentTriggererTransform = null; // Clear the stored transform
// Stop the playback coroutine
if (currentPlaybackCoroutine != null)
{
StopCoroutine(currentPlaybackCoroutine);
currentPlaybackCoroutine = null;
Debug.Log($"BarkPlayer ({gameObject.name}): Stopping playback loop due to exit.", this);
// Optional: Stop BarkManager audio immediately
// if (barkManager != null && barkManager.IsPlaying) barkManager.m_audioSource.Stop();
}
}
// Else: Some other object on a triggering layer exited, but the primary one is still inside. Do nothing.
}
// ContinuousPlaybackLoop now uses the stored currentTriggererTransform
private IEnumerator ContinuousPlaybackLoop()
{
Debug.Log($"BarkPlayer ({gameObject.name}): Starting playback loop.", this);
// Ensure we have a target transform before proceeding
while (currentTriggererTransform == null && isTriggeringObjectInside)
{
Debug.LogWarning($"BarkPlayer ({gameObject.name}): Waiting for valid triggerer transform.", this);
yield return null; // Wait a frame if trigger happened but transform wasn't stored yet (unlikely but safe)
}
// Main loop runs while a triggering object is inside AND we have its transform
while (isTriggeringObjectInside && currentTriggererTransform != null)
{
if (playbackOrder == null || playbackOrder.Count == 0)
{
Debug.LogWarning($"BarkPlayer ({gameObject.name}): No barks to play in entry {barkManagerEntryIndex}.", this);
yield break;
}
bool sequenceFinished = nextBarkSequenceIndex >= playbackOrder.Count;
if (sequenceFinished)
{
if (loopWhileInside)
{
Debug.Log($"BarkPlayer ({gameObject.name}): Sequence finished, looping.", this);
nextBarkSequenceIndex = 0;
if (shuffleOrder) {
InitializePlaybackOrder();
nextBarkSequenceIndex = 0;
if (playbackOrder.Count == 0) yield break;
}
}
else
{
Debug.Log($"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
}
}
// Wait for BarkManager's AudioSource if necessary
if (barkManager.IsPlaying)
{
yield return null;
continue;
}
// 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;
}
}
// --- Save System Integration --- (Remains the same)
public override string RecordData() { /* ... same as before ... */
m_saveData.savedNextBarkSequenceIndex = this.nextBarkSequenceIndex;
m_saveData.savedPlaybackOrder = new List<int>(this.playbackOrder ?? new List<int>());
m_saveData.wasShuffled = this.shuffleOrder;
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);
}
// --- 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));
}
}
private float MaxComponent(Vector3 v) => Mathf.Max(Mathf.Max(v.x, v.y), v.z);
}
}