using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Game;
using Music;
using Player;
using UnityEngine.SceneManagement;
namespace Music
{
///
/// Manages the music playlists for the game.
/// Handles the initialization, playback, and shuffling of music tracks based on the active scene.
///
public class MusicManager : MonoBehaviour
{
///
/// A singleton instance of the class.
/// Ensures only one instance of the MusicManager exists at a time.
///
public static MusicManager Instance;
///
/// A list of playlists available in the game.
///
public List playlists;
///
/// A dictionary mapping scene names to their corresponding playlists.
///
private Dictionary sceneToPlaylist = new Dictionary();
///
/// The prefab used to create audio sources for playing songs.
///
public GameObject songPrefab;
///
/// Ensures only one instance of the MusicManager exists and initializes the scene-to-playlist mapping.
///
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(this.gameObject);
}
foreach (Playlist playlist in playlists)
{
foreach (string scene in playlist.trackScenes)
{
sceneToPlaylist.Add(scene, playlist);
}
}
}
///
/// Starts the music playlist for the current active scene.
///
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());
}
}
///
/// Starts the music playlist for a specific scene.
///
/// The name of the scene for which to start the playlist.
public void StartPlaylist(string scene)
{
if (GetActiveSceneNotTitleScreen() == "Player Select") return;
StopAllCoroutines();
foreach (Transform child in transform)
{
Destroy(child.gameObject);
}
StartCoroutine(PlayPlaylist(sceneToPlaylist[scene]));
}
///
/// Plays the specified playlist by shuffling and playing its songs in sequence.
///
/// The playlist to play.
/// An enumerator for the coroutine.
private IEnumerator PlayPlaylist(Playlist playlist)
{
while (true)
{
// Shuffle the playlist
List randomized = new List(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();
songInstance.clip = song;
songInstance.volume = playlist.volume;
songInstance.Play();
if (playlist.shuffleTime > 0f)
{
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);
}
Destroy(songInstance.gameObject);
}
}
}
///
/// Gets the name of the currently active scene, excluding the "Title Screen".
///
/// The name of the active scene, or "Title Screen" if no other scene is active.
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";
}
}
}