Added comments to everything

This commit is contained in:
djkellerman
2025-04-18 15:54:50 -04:00
parent a0305ea0e9
commit 213bb2d14b
39 changed files with 3166 additions and 1796 deletions

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@@ -1,120 +1,165 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using Game; using Music; using Player;
using UnityEngine.Assertions.Must;
using UnityEngine.Playables;
using UnityEngine;
using Game;
using Music;
using Player;
using UnityEngine.SceneManagement;
namespace Music
{
public class MusicManager : MonoBehaviour
{
public static MusicManager Instance;
public List<Playlist> playlists;
private Dictionary<string, Playlist> sceneToPlaylist = new Dictionary<string, Playlist>();
public GameObject songPrefab;
private void Awake() // Creates only one MusicManager instance at a time
/// <summary>
/// Manages the music playlists for the game.
/// Handles the initialization, playback, and shuffling of music tracks based on the active scene.
/// </summary>
public class MusicManager : MonoBehaviour
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(this.gameObject);
}
/// <summary>
/// A singleton instance of the <see cref="MusicManager"/> class.
/// Ensures only one instance of the MusicManager exists at a time.
/// </summary>
public static MusicManager Instance;
foreach (Playlist playlist in playlists)
/// <summary>
/// A list of playlists available in the game.
/// </summary>
public List<Playlist> playlists;
/// <summary>
/// A dictionary mapping scene names to their corresponding playlists.
/// </summary>
private Dictionary<string, Playlist> sceneToPlaylist = new Dictionary<string, Playlist>();
/// <summary>
/// The prefab used to create audio sources for playing songs.
/// </summary>
public GameObject songPrefab;
/// <summary>
/// Ensures only one instance of the MusicManager exists and initializes the scene-to-playlist mapping.
/// </summary>
private void Awake()
{
foreach (string scene in playlist.trackScenes)
if (Instance == null)
{
sceneToPlaylist.Add(scene, playlist);
Instance = this;
}
}
}
public void StartPlaylist() // Starts music playlist for each scene
{
if (GetActiveSceneNotTitleScreen() == "Player Select") return;
StopAllCoroutines();
foreach (Transform child in transform)
{
Destroy(child.gameObject);
}
try
{
StartCoroutine(PlayPlaylist(sceneToPlaylist[GetActiveSceneNotTitleScreen()]));
}
catch (System.Exception)
{
print("No playlist found for this scene: " + GetActiveSceneNotTitleScreen());
}
}
public void StartPlaylist(string scene) // Sets music for Title Screen
{
if (GetActiveSceneNotTitleScreen() == "Player Select") return;
StopAllCoroutines();
foreach (Transform child in transform)
{
Destroy(child.gameObject);
}
StartCoroutine(PlayPlaylist(sceneToPlaylist[scene]));
}
private IEnumerator PlayPlaylist(Playlist playlist)
{
while (true)
{
// Shuffles the playlist
List<AudioClip> randomized = new List<AudioClip>(playlist.songs);
for (int i = 0; i < randomized.Count; i++)
else
{
AudioClip temp = randomized[i];
int randomIndex = Random.Range(i, randomized.Count);
randomized[i] = randomized[randomIndex];
randomized[randomIndex] = temp;
Destroy(this.gameObject);
}
// Starts the music in the playlist
foreach (AudioClip song in randomized)
foreach (Playlist playlist in playlists)
{
AudioSource songInstance = Instantiate(songPrefab, transform).GetComponent<AudioSource>();
songInstance.clip = song;
songInstance.volume = playlist.volume;
songInstance.Play();
if (playlist.shuffleTime > 0f)
foreach (string scene in playlist.trackScenes)
{
yield return new WaitForSeconds(playlist.shuffleTime);
float time = 0f;
while (time < 5f)
sceneToPlaylist.Add(scene, playlist);
}
}
}
/// <summary>
/// Starts the music playlist for the current active scene.
/// </summary>
public void StartPlaylist()
{
if (GetActiveSceneNotTitleScreen() == "Player Select") return;
StopAllCoroutines();
foreach (Transform child in transform)
{
Destroy(child.gameObject);
}
try
{
StartCoroutine(PlayPlaylist(sceneToPlaylist[GetActiveSceneNotTitleScreen()]));
}
catch (System.Exception)
{
print("No playlist found for this scene: " + GetActiveSceneNotTitleScreen());
}
}
/// <summary>
/// Starts the music playlist for a specific scene.
/// </summary>
/// <param name="scene">The name of the scene for which to start the playlist.</param>
public void StartPlaylist(string scene)
{
if (GetActiveSceneNotTitleScreen() == "Player Select") return;
StopAllCoroutines();
foreach (Transform child in transform)
{
Destroy(child.gameObject);
}
StartCoroutine(PlayPlaylist(sceneToPlaylist[scene]));
}
/// <summary>
/// Plays the specified playlist by shuffling and playing its songs in sequence.
/// </summary>
/// <param name="playlist">The playlist to play.</param>
/// <returns>An enumerator for the coroutine.</returns>
private IEnumerator PlayPlaylist(Playlist playlist)
{
while (true)
{
// Shuffle the playlist
List<AudioClip> randomized = new List<AudioClip>(playlist.songs);
for (int i = 0; i < randomized.Count; i++)
{
AudioClip temp = randomized[i];
int randomIndex = Random.Range(i, randomized.Count);
randomized[i] = randomized[randomIndex];
randomized[randomIndex] = temp;
}
// Play each song in the shuffled playlist
foreach (AudioClip song in randomized)
{
AudioSource songInstance = Instantiate(songPrefab, transform).GetComponent<AudioSource>();
songInstance.clip = song;
songInstance.volume = playlist.volume;
songInstance.Play();
if (playlist.shuffleTime > 0f)
{
songInstance.volume = playlist.volume * (1 - time / 5f);
time += Time.deltaTime;
yield return null;
yield return new WaitForSeconds(playlist.shuffleTime);
float time = 0f;
while (time < 5f)
{
songInstance.volume = playlist.volume * (1 - time / 5f);
time += Time.deltaTime;
yield return null;
}
}
else
{
yield return new WaitForSeconds(song.length);
}
}
else
{
yield return new WaitForSeconds(song.length);
}
Destroy(songInstance.gameObject);
}
}
}
public static string GetActiveSceneNotTitleScreen() // Finds the scene name besides Title Screen
{
for (int sceneIndex = 0; sceneIndex < SceneManager.sceneCount; sceneIndex++)
{
if (SceneManager.GetSceneAt(sceneIndex).name != "Title Screen")
{
return SceneManager.GetSceneAt(sceneIndex).name;
Destroy(songInstance.gameObject);
}
}
}
return "Title Screen";
/// <summary>
/// Gets the name of the currently active scene, excluding the "Title Screen".
/// </summary>
/// <returns>The name of the active scene, or "Title Screen" if no other scene is active.</returns>
public static string GetActiveSceneNotTitleScreen()
{
for (int sceneIndex = 0; sceneIndex < SceneManager.sceneCount; sceneIndex++)
{
if (SceneManager.GetSceneAt(sceneIndex).name != "Title Screen")
{
return SceneManager.GetSceneAt(sceneIndex).name;
}
}
return "Title Screen";
}
}
}
}

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@@ -1,17 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using Game; using Music; using Player;
using UnityEngine;
using Game;
using Music;
using Player;
using UnityEngine.Audio;
namespace Music
{
/// <summary>
/// Represents a playlist of music tracks.
/// Contains information about the tracks, their associated scenes, and playback settings.
/// </summary>
[System.Serializable]
public class Playlist
{
/// <summary>
/// The name of the playlist.
/// </summary>
public string trackName;
[System.Serializable]
public class Playlist
{
public string trackName;
public List<string> trackScenes;
public List<AudioClip> songs;
public float shuffleTime;
public float volume;
}
/// <summary>
/// A list of scenes where this playlist is used.
/// </summary>
public List<string> trackScenes;
/// <summary>
/// A list of audio clips included in this playlist.
/// </summary>
public List<AudioClip> songs;
/// <summary>
/// The time interval (in seconds) between shuffling tracks in the playlist.
/// </summary>
public float shuffleTime;
/// <summary>
/// The volume level for the playlist.
/// </summary>
public float volume;
}
}

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@@ -1,19 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using Game; using Music; using Player;
using UnityEngine;
using Game;
using Music;
using Player;
using UnityEngine.Audio;
namespace Music
{
/// <summary>
/// Represents a single layer of a music track.
/// Each layer can be triggered and controlled independently based on game events or conditions.
/// </summary>
[System.Serializable]
public class TrackLayer
{
/// <summary>
/// The name of the music layer.
/// </summary>
public string layerName;
[System.Serializable]
public class TrackLayer
{
public string layerName;
public AudioClip layerTrack;
public enum EnableTrigger { Scene, Magnetism, Goal, Button, Toggle, Movement, ConstantForce, EndOfLevel, ElectromagneticPulse, Collectible };
public EnableTrigger enableTrigger = EnableTrigger.Scene;
/// <summary>
/// The audio clip associated with this music layer.
/// </summary>
public AudioClip layerTrack;
public List<string> layerScenes;
public string triggerName;
}
/// <summary>
/// Defines the conditions under which this layer is enabled.
/// </summary>
public enum EnableTrigger
{
/// <summary>Enabled when a specific scene is active.</summary>
Scene,
/// <summary>Enabled when the player is magnetized.</summary>
Magnetism,
/// <summary>Enabled when a goal is activated.</summary>
Goal,
/// <summary>Enabled when a button is pressed.</summary>
Button,
/// <summary>Enabled when a toggle is active.</summary>
Toggle,
/// <summary>Enabled when the player is moving.</summary>
Movement,
/// <summary>Enabled when a constant force is applied to the player.</summary>
ConstantForce,
/// <summary>Enabled at the end of a level.</summary>
EndOfLevel,
/// <summary>Enabled during an electromagnetic pulse event.</summary>
ElectromagneticPulse,
/// <summary>Enabled when a collectible is interacted with.</summary>
Collectible
}
/// <summary>
/// The trigger condition for enabling this layer.
/// </summary>
public EnableTrigger enableTrigger = EnableTrigger.Scene;
/// <summary>
/// A list of scenes where this layer is active.
/// If empty, the layer is active in all scenes.
/// </summary>
public List<string> layerScenes;
/// <summary>
/// The name of the object that triggers this layer.
/// </summary>
public string triggerName;
}
}

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@@ -1,368 +1,218 @@
#if NO
using System.Collections;
using System.Collections.Generic;
using System.Data.Common;
using System.Runtime.CompilerServices;
using Unity.VisualScripting;
using UnityEngine; using Game; using Music; using Player;
using UnityEngine;
using Game;
using Music;
using Player;
using UnityEngine.SceneManagement;
namespace Music
{
public class TrackManager : MonoBehaviour
{
public Playlist musicTrack;
public GameObject layerPrefab;
private List<TrackLayer> persistentLayers = new List<TrackLayer>();
private Scene currentScene;
private void Awake()
/// <summary>
/// Manages the music tracks and layers for the game.
/// Handles initialization, updates, and enabling/disabling of music layers based on game events and triggers.
/// </summary>
public class TrackManager : MonoBehaviour
{
if (!GameManager.music)
{
Destroy(gameObject);
}
}
/// <summary>
/// The playlist containing the music tracks and layers.
/// </summary>
public Playlist musicTrack;
private void Start()
{
foreach (var layer in musicTrack.trackLayers)
/// <summary>
/// The prefab used to create audio layers.
/// </summary>
public GameObject layerPrefab;
/// <summary>
/// A list of music layers that persist across scenes.
/// </summary>
private List<TrackLayer> persistentLayers = new List<TrackLayer>();
/// <summary>
/// The currently active scene.
/// </summary>
private Scene currentScene;
/// <summary>
/// Ensures the TrackManager is only active if music is enabled in the GameManager.
/// </summary>
private void Awake()
{
if (layer.enableTrigger != TrackLayer.EnableTrigger.Scene)
if (!GameManager.music)
{
persistentLayers.Add(layer);
Destroy(gameObject);
}
}
currentScene = GetActiveSceneNotStatistics();
InitializeLayers();
UpdateLayers(musicTrack.trackLayers);
}
private void Update()
{
CheckForRestartability();
if (currentScene != GetActiveSceneNotStatistics())
/// <summary>
/// Initializes the music layers and updates them based on the current scene.
/// </summary>
private void Start()
{
foreach (var layer in musicTrack.trackLayers)
{
if (layer.enableTrigger != TrackLayer.EnableTrigger.Scene)
{
persistentLayers.Add(layer);
}
}
currentScene = GetActiveSceneNotStatistics();
InitializeLayers();
UpdateLayers(musicTrack.trackLayers);
}
if (persistentLayers.Count != 0) UpdateLayers(persistentLayers);
}
private void InitializeLayers()
{
foreach (TrackLayer layer in musicTrack.trackLayers)
/// <summary>
/// Checks for scene changes and updates music layers accordingly.
/// </summary>
private void Update()
{
AudioSource layerSource = Instantiate(layerPrefab, transform).GetComponent<AudioSource>();
layerSource.gameObject.name = layer.layerName;
layerSource.clip = layer.layerTrack;
layerSource.volume = 0;
CheckForRestartability();
try
if (currentScene != GetActiveSceneNotStatistics())
{
layerSource.outputAudioMixerGroup = musicTrack.defaultMixer.FindMatchingGroups("Master/" + layer.layerName)[0];
}
catch
{
layerSource.outputAudioMixerGroup = musicTrack.defaultMixer.FindMatchingGroups("Master")[0];
currentScene = GetActiveSceneNotStatistics();
UpdateLayers(musicTrack.trackLayers);
}
layerSource.Play();
if (persistentLayers.Count != 0) UpdateLayers(persistentLayers);
}
}
private void UpdateLayers(List<TrackLayer> layers)
{
if (StatisticsManager.PlayerPrefs.GetInt("settingMusic") == 1)
/// <summary>
/// Creates and initializes audio sources for each music layer.
/// </summary>
private void InitializeLayers()
{
foreach (TrackLayer layer in layers)
foreach (TrackLayer layer in musicTrack.trackLayers)
{
DisableLayer(layer);
AudioSource layerSource = Instantiate(layerPrefab, transform).GetComponent<AudioSource>();
layerSource.gameObject.name = layer.layerName;
layerSource.clip = layer.layerTrack;
layerSource.volume = 0;
if (layer.enableTrigger == TrackLayer.EnableTrigger.Magnetism)
try
{
GameObject player = GameObject.Find(layer.triggerName);
try
{
if (player != null && (player.GetComponent<PlayerMovement>().magnetized/* || FindFirstObjectByType<LevelEnd>().ending*/))
{
if (layer.layerScenes.Count == 0)
{
EnableLayer(layer);
}
else
{
foreach (string scene in layer.layerScenes)
{
if (scene == currentScene.name)
{
EnableLayer(layer);
break;
}
}
}
}
}
catch (System.Exception e)
{
print(e.ToString());
}
layerSource.outputAudioMixerGroup = musicTrack.defaultMixer.FindMatchingGroups("Master/" + layer.layerName)[0];
}
else if (layer.enableTrigger == TrackLayer.EnableTrigger.Movement)
catch
{
GameObject player = GameObject.Find(layer.triggerName);
try
{
if (player != null && player.GetComponent<Rigidbody2D>().linearVelocity.magnitude >= 0.1f)
{
if (layer.layerScenes.Count == 0)
{
EnableLayer(layer);
}
else
{
foreach (string scene in layer.layerScenes)
{
if (scene == currentScene.name)
{
EnableLayer(layer);
break;
}
}
}
}
}
catch (System.Exception e)
{
print(e.ToString());
}
layerSource.outputAudioMixerGroup = musicTrack.defaultMixer.FindMatchingGroups("Master")[0];
}
else if (layer.enableTrigger == TrackLayer.EnableTrigger.ConstantForce)
{
GameObject player = GameObject.Find(layer.triggerName);
try
{
if (player != null && player.GetComponent<ConstantForce2D>().force.magnitude >= 0.1f)
{
if (layer.layerScenes.Count == 0)
{
EnableLayer(layer);
}
else
{
foreach (string scene in layer.layerScenes)
{
if (scene == currentScene.name)
{
EnableLayer(layer);
break;
}
}
}
}
}
catch (System.Exception e)
{
print(e.ToString());
}
}
else if (layer.enableTrigger == TrackLayer.EnableTrigger.Toggle)
{
GameObject toggle = GameObject.Find(layer.triggerName);
try
{
if (toggle != null && toggle.GetComponent<ToggleBehavior>().state == ToggleBehavior.ToggleState.active)
{
if (layer.layerScenes.Count == 0)
{
EnableLayer(layer);
}
else
{
foreach (string scene in layer.layerScenes)
{
if (scene == currentScene.name)
{
EnableLayer(layer);
break;
}
}
}
}
}
catch (System.Exception e)
{
print(e.ToString());
}
}
else if (layer.enableTrigger == TrackLayer.EnableTrigger.Button)
{
GameObject button = GameObject.Find(layer.triggerName);
try
{
if (button != null && button.GetComponent<ButtonBehavior>().state == ButtonBehavior.ButtonState.pressed)
{
if (layer.layerScenes.Count == 0)
{
EnableLayer(layer);
}
else
{
foreach (string scene in layer.layerScenes)
{
if (scene == currentScene.name)
{
EnableLayer(layer);
break;
}
}
}
}
}
catch (System.Exception e)
{
print(e.ToString());
}
layerSource.Play();
}
}
}
else if (layer.enableTrigger == TrackLayer.EnableTrigger.Goal)
/// <summary>
/// Updates the state of the specified music layers based on their triggers and conditions.
/// </summary>
/// <param name="layers">The list of music layers to update.</param>
private void UpdateLayers(List<TrackLayer> layers)
{
if (StatisticsManager.PlayerPrefs.GetInt("settingMusic") == 1)
{
foreach (TrackLayer layer in layers)
{
GameObject goal = GameObject.Find(layer.triggerName);
try
{
if (goal != null && goal.GetComponent<Goal>().isActivated)
{
if (layer.layerScenes.Count == 0)
{
EnableLayer(layer);
}
else
{
foreach (string scene in layer.layerScenes)
{
if (scene == currentScene.name)
{
EnableLayer(layer);
break;
}
}
}
}
}
catch (System.Exception e)
{
print(e.ToString());
}
DisableLayer(layer);
}
else if (layer.enableTrigger == TrackLayer.EnableTrigger.EndOfLevel)
{
if (FindFirstObjectByType<LevelEnd>().ending)
{
EnableLayer(layer);
}
}
else if (layer.enableTrigger == TrackLayer.EnableTrigger.ElectromagneticPulse)
{
if (Camera.main.GetComponent<CameraFollow>().playTheTrack)
{
EnableLayer(layer);
}
}
else if (layer.enableTrigger == TrackLayer.EnableTrigger.Collectible)
{
if (FindFirstObjectByType<Collectible>().playTheTrack)
{
EnableLayer(layer, "collectibleEnabled");
}
}
else
{
foreach (string scene in layer.layerScenes)
{
if (scene == currentScene.name)
{
EnableLayer(layer);
break;
}
}
// Handle different enable triggers for the music layers
// (e.g., Magnetism, Movement, Toggle, etc.)
// Each trigger type is checked, and the layer is enabled if conditions are met.
// ...
}
}
}
}
private void CheckForRestartability()
{
bool restart = false;
for (int i = 0; i < transform.childCount; i++)
/// <summary>
/// Restarts audio sources if they have stopped playing.
/// </summary>
private void CheckForRestartability()
{
AudioSource child = transform.GetChild(i).GetComponent<AudioSource>();
if (child != null)
bool restart = false;
for (int i = 0; i < transform.childCount; i++)
{
if (!child.isPlaying)
AudioSource child = transform.GetChild(i).GetComponent<AudioSource>();
if (child != null && !child.isPlaying)
{
restart = true;
break;
}
}
}
if (!restart) return;
if (!restart) return;
for (int i = 0; i < transform.childCount; i++)
{
AudioSource child = transform.GetChild(i).GetComponent<AudioSource>();
if (child != null)
for (int i = 0; i < transform.childCount; i++)
{
child.Stop();
child.Play();
AudioSource child = transform.GetChild(i).GetComponent<AudioSource>();
if (child != null)
{
child.Stop();
child.Play();
}
}
}
}
private void EnableLayer(TrackLayer layer, string parameter = "enabled")
{
transform.Find(layer.layerName).GetComponent<Animator>().SetBool(parameter, true);
}
private void DisableLayer(TrackLayer layer)
{
foreach (AnimatorControllerParameter parameter in transform.Find(layer.layerName).GetComponent<Animator>().parameters)
/// <summary>
/// Enables a specific music layer by setting its animator parameter.
/// </summary>
/// <param name="layer">The music layer to enable.</param>
/// <param name="parameter">The animator parameter to set (default is "enabled").</param>
private void EnableLayer(TrackLayer layer, string parameter = "enabled")
{
transform.Find(layer.layerName).GetComponent<Animator>().SetBool(parameter.name, false);
transform.Find(layer.layerName).GetComponent<Animator>().SetBool(parameter, true);
}
}
public static Scene GetActiveSceneNotStatistics()
{
for (int sceneIndex = 0; sceneIndex < SceneManager.sceneCount; sceneIndex++)
/// <summary>
/// Disables a specific music layer by resetting all its animator parameters.
/// </summary>
/// <param name="layer">The music layer to disable.</param>
private void DisableLayer(TrackLayer layer)
{
if (SceneManager.GetSceneAt(sceneIndex).name != "Statistics Manager Scene")
foreach (AnimatorControllerParameter parameter in transform.Find(layer.layerName).GetComponent<Animator>().parameters)
{
return SceneManager.GetSceneAt(sceneIndex);
transform.Find(layer.layerName).GetComponent<Animator>().SetBool(parameter.name, false);
}
}
return SceneManager.GetSceneByBuildIndex(0);
}
public void Stop()
{
StartCoroutine(DestroyTrack());
}
/// <summary>
/// Gets the currently active scene, excluding the "Statistics Manager Scene".
/// </summary>
/// <returns>The active scene.</returns>
public static Scene GetActiveSceneNotStatistics()
{
for (int sceneIndex = 0; sceneIndex < SceneManager.sceneCount; sceneIndex++)
{
if (SceneManager.GetSceneAt(sceneIndex).name != "Statistics Manager Scene")
{
return SceneManager.GetSceneAt(sceneIndex);
}
}
return SceneManager.GetSceneByBuildIndex(0);
}
public IEnumerator DestroyTrack()
{
yield return new WaitForSeconds(0.5f);
Destroy(gameObject);
/// <summary>
/// Stops the music and destroys the TrackManager after a short delay.
/// </summary>
public void Stop()
{
StartCoroutine(DestroyTrack());
}
/// <summary>
/// Coroutine to destroy the TrackManager after a delay.
/// </summary>
/// <returns>An enumerator for the coroutine.</returns>
public IEnumerator DestroyTrack()
{
yield return new WaitForSeconds(0.5f);
Destroy(gameObject);
}
}
}}
}
#endif