StoryEngine.cs
· 2.3 KiB · C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(AudioSource))]
public class StoryEngine : MonoBehaviour
{
public delegate void HandlePassage(StoryEngine engine, params Object[] args);
Dictionary<string, HandlePassage> callbacks = new Dictionary<string, HandlePassage>();
Dictionary<string, AudioClip> audioClips = new Dictionary<string, AudioClip>();
Dictionary<string, Animator> actors = new Dictionary<string, Animator>();
AudioSource source;
// Start is called before the first frame update
void Start()
{
source = GetComponent<AudioSource>();
}
public void LoudAudioClips(string path)
{
audioClips = new Dictionary<string, AudioClip>();
var clips = Resources.LoadAll<AudioClip>(path);
foreach (var clip in clips)
{
audioClips.Add(clip.name, clip);
}
Debug.Log(audioClips);
}
public void AddActor(string path)
{
GameObject gameObject = GameObject.Find(path);
Animator animator = gameObject.GetComponent<Animator>();
var result = path.Split('/');
string name = result[result.Length - 1];
if (animator)
{
actors.Add(name, animator);
}
}
public void AddActor(string name, Animator animator)
{
actors.Add(name, animator);
}
public void PlayClip(string name)
{
source.clip = audioClips[name];
source.Play();
}
public void SetActorTrigger(string actorName, string name)
{
actors[actorName].SetTrigger(name);
}
public float GetClipLength(string name)
{
return audioClips[name].length;
}
public void Register(string name, HandlePassage callback)
{
callbacks.Add(name, callback);
}
public void Run(string name, params Object[] args)
{
if (callbacks.ContainsKey(name)) {
callbacks[name](this, args);
}
}
public void Run(float delay, string name, params Object[] args)
{
StartCoroutine(WaitAndRun(delay, name, args));
}
private IEnumerator WaitAndRun(float delay, string name, params Object[] args)
{
yield return new WaitForSeconds(delay);
Run(name, args);
}
}
| 1 | using System.Collections; |
| 2 | using System.Collections.Generic; |
| 3 | using UnityEngine; |
| 4 | |
| 5 | [RequireComponent(typeof(AudioSource))] |
| 6 | public class StoryEngine : MonoBehaviour |
| 7 | { |
| 8 | public delegate void HandlePassage(StoryEngine engine, params Object[] args); |
| 9 | Dictionary<string, HandlePassage> callbacks = new Dictionary<string, HandlePassage>(); |
| 10 | Dictionary<string, AudioClip> audioClips = new Dictionary<string, AudioClip>(); |
| 11 | Dictionary<string, Animator> actors = new Dictionary<string, Animator>(); |
| 12 | AudioSource source; |
| 13 | // Start is called before the first frame update |
| 14 | |
| 15 | void Start() |
| 16 | { |
| 17 | source = GetComponent<AudioSource>(); |
| 18 | } |
| 19 | |
| 20 | |
| 21 | public void LoudAudioClips(string path) |
| 22 | { |
| 23 | audioClips = new Dictionary<string, AudioClip>(); |
| 24 | var clips = Resources.LoadAll<AudioClip>(path); |
| 25 | foreach (var clip in clips) |
| 26 | { |
| 27 | audioClips.Add(clip.name, clip); |
| 28 | } |
| 29 | Debug.Log(audioClips); |
| 30 | } |
| 31 | |
| 32 | public void AddActor(string path) |
| 33 | { |
| 34 | GameObject gameObject = GameObject.Find(path); |
| 35 | Animator animator = gameObject.GetComponent<Animator>(); |
| 36 | var result = path.Split('/'); |
| 37 | string name = result[result.Length - 1]; |
| 38 | if (animator) |
| 39 | { |
| 40 | actors.Add(name, animator); |
| 41 | } |
| 42 | } |
| 43 | |
| 44 | public void AddActor(string name, Animator animator) |
| 45 | { |
| 46 | actors.Add(name, animator); |
| 47 | } |
| 48 | |
| 49 | public void PlayClip(string name) |
| 50 | { |
| 51 | source.clip = audioClips[name]; |
| 52 | source.Play(); |
| 53 | } |
| 54 | |
| 55 | public void SetActorTrigger(string actorName, string name) |
| 56 | { |
| 57 | actors[actorName].SetTrigger(name); |
| 58 | } |
| 59 | |
| 60 | public float GetClipLength(string name) |
| 61 | { |
| 62 | return audioClips[name].length; |
| 63 | } |
| 64 | public void Register(string name, HandlePassage callback) |
| 65 | { |
| 66 | callbacks.Add(name, callback); |
| 67 | } |
| 68 | |
| 69 | public void Run(string name, params Object[] args) |
| 70 | { |
| 71 | if (callbacks.ContainsKey(name)) { |
| 72 | callbacks[name](this, args); |
| 73 | } |
| 74 | } |
| 75 | |
| 76 | public void Run(float delay, string name, params Object[] args) |
| 77 | { |
| 78 | StartCoroutine(WaitAndRun(delay, name, args)); |
| 79 | } |
| 80 | |
| 81 | private IEnumerator WaitAndRun(float delay, string name, params Object[] args) |
| 82 | { |
| 83 | yield return new WaitForSeconds(delay); |
| 84 | Run(name, args); |
| 85 | } |
| 86 | |
| 87 | } |
| 88 |