Files
Crash-Course/Assets/Scripts/Music/TrackManager.cs
2025-04-18 15:54:50 -04:00

219 lines
7.1 KiB
C#

#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.SceneManagement;
namespace Music
{
/// <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
{
/// <summary>
/// The playlist containing the music tracks and layers.
/// </summary>
public Playlist musicTrack;
/// <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 (!GameManager.music)
{
Destroy(gameObject);
}
}
/// <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);
}
/// <summary>
/// Checks for scene changes and updates music layers accordingly.
/// </summary>
private void Update()
{
CheckForRestartability();
if (currentScene != GetActiveSceneNotStatistics())
{
currentScene = GetActiveSceneNotStatistics();
UpdateLayers(musicTrack.trackLayers);
}
if (persistentLayers.Count != 0) UpdateLayers(persistentLayers);
}
/// <summary>
/// Creates and initializes audio sources for each music layer.
/// </summary>
private void InitializeLayers()
{
foreach (TrackLayer layer in musicTrack.trackLayers)
{
AudioSource layerSource = Instantiate(layerPrefab, transform).GetComponent<AudioSource>();
layerSource.gameObject.name = layer.layerName;
layerSource.clip = layer.layerTrack;
layerSource.volume = 0;
try
{
layerSource.outputAudioMixerGroup = musicTrack.defaultMixer.FindMatchingGroups("Master/" + layer.layerName)[0];
}
catch
{
layerSource.outputAudioMixerGroup = musicTrack.defaultMixer.FindMatchingGroups("Master")[0];
}
layerSource.Play();
}
}
/// <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)
{
DisableLayer(layer);
// 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.
// ...
}
}
}
/// <summary>
/// Restarts audio sources if they have stopped playing.
/// </summary>
private void CheckForRestartability()
{
bool restart = false;
for (int i = 0; i < transform.childCount; i++)
{
AudioSource child = transform.GetChild(i).GetComponent<AudioSource>();
if (child != null && !child.isPlaying)
{
restart = true;
break;
}
}
if (!restart) return;
for (int i = 0; i < transform.childCount; i++)
{
AudioSource child = transform.GetChild(i).GetComponent<AudioSource>();
if (child != null)
{
child.Stop();
child.Play();
}
}
}
/// <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, true);
}
/// <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)
{
foreach (AnimatorControllerParameter parameter in transform.Find(layer.layerName).GetComponent<Animator>().parameters)
{
transform.Find(layer.layerName).GetComponent<Animator>().SetBool(parameter.name, false);
}
}
/// <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);
}
/// <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