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-rw-r--r--Assembly_CSharp/MusicManager.cs164
1 files changed, 0 insertions, 164 deletions
diff --git a/Assembly_CSharp/MusicManager.cs b/Assembly_CSharp/MusicManager.cs
deleted file mode 100644
index 8a39705..0000000
--- a/Assembly_CSharp/MusicManager.cs
+++ /dev/null
@@ -1,164 +0,0 @@
-using System.Collections;
-using UnityEngine;
-
-public class MusicManager : MonoBehaviour
-{
- public static MusicManager instance;
-
- [SerializeField]
- private AudioSource[] hard;
-
- [SerializeField]
- private AudioSource[] soft;
-
- [SerializeField]
- private int currentSorceIndex;
-
- [SerializeField]
- private int currentSong;
-
- private float currentSongLoopDuration;
-
- [SerializeField]
- private AudioClip[] hardTracks;
-
- [SerializeField]
- private AudioClip[] softTracks;
-
- [SerializeField]
- private int[] BPMin;
-
- [SerializeField]
- private int[] BPMeasure;
-
- [SerializeField]
- private int[] measures;
-
- private int intensity = 1;
-
- private void Awake()
- {
- instance = this;
- }
-
- private void Start()
- {
- PlaySong(0, action: false);
- }
-
- private void Update()
- {
- if (hard[currentSorceIndex].time >= currentSongLoopDuration)
- {
- int num = (currentSorceIndex + 1) % 2;
- hard[num].Stop();
- soft[num].Stop();
- hard[num].Play();
- soft[num].Play();
- currentSorceIndex = num;
- }
- int num2 = (currentSorceIndex + 1) % 2;
- if (hard[num2].time >= hard[num2].clip.length - 0.1f)
- {
- hard[num2].Stop();
- soft[num2].Stop();
- }
- }
-
- public void SetIntensity(bool action)
- {
- int num = (action ? 1 : 0);
- if (num != intensity)
- {
- intensity = num;
- StartCoroutine(CrossFade(intensity));
- }
- }
-
- public void UpdateVolume(float newVolume)
- {
- hard[0].volume = newVolume * (float)intensity;
- hard[1].volume = newVolume * (float)intensity;
- soft[0].volume = newVolume * (float)(1 - intensity);
- soft[1].volume = newVolume * (float)(1 - intensity);
- }
-
- public void PlaySong(int songNumber, bool action)
- {
- StopAllCoroutines();
- hard[0].Stop();
- hard[1].Stop();
- soft[0].Stop();
- soft[1].Stop();
- currentSong = songNumber;
- currentSongLoopDuration = (float)(60 * measures[currentSong] * BPMeasure[currentSong]) / (float)BPMin[currentSong];
- hard[0].clip = hardTracks[currentSong];
- hard[1].clip = hardTracks[currentSong];
- soft[0].clip = softTracks[currentSong];
- soft[1].clip = softTracks[currentSong];
- intensity = (action ? 1 : 0);
- float num = OptionsMenu.instance.masterVolume * OptionsMenu.instance.musicVolume;
- hard[0].volume = (float)intensity * num;
- hard[1].volume = (float)intensity * num;
- soft[0].volume = (float)(1 - intensity) * num;
- soft[1].volume = (float)(1 - intensity) * num;
- currentSorceIndex = 0;
- hard[0].Play();
- soft[0].Play();
- }
-
- private IEnumerator CrossFade(int newIntensity)
- {
- float startIntensity = ((newIntensity != 1) ? 1 : 0);
- float vMod = OptionsMenu.instance.masterVolume * OptionsMenu.instance.musicVolume;
- float fadeTime = 2f;
- int saftyCount = 0;
- for (float f = startIntensity; f != (startIntensity + 1f) % 2f; f = Mathf.Clamp(f + Time.unscaledDeltaTime * ((float)newIntensity - startIntensity) / fadeTime, 0f, 1f))
- {
- hard[0].volume = f * vMod;
- hard[1].volume = f * vMod;
- soft[0].volume = (1f - f) * vMod;
- soft[1].volume = (1f - f) * vMod;
- yield return null;
- saftyCount++;
- if ((float)saftyCount > 1000f * fadeTime)
- {
- Debug.LogError("Possible infinite loop");
- break;
- }
- }
- hard[0].volume = (float)newIntensity * vMod;
- hard[1].volume = (float)newIntensity * vMod;
- soft[0].volume = (float)(1 - newIntensity) * vMod;
- soft[1].volume = (float)(1 - newIntensity) * vMod;
- }
-
- public void FadeOut(float t)
- {
- StartCoroutine(FadeOutCo(t));
- }
-
- private IEnumerator FadeOutCo(float fadeTime)
- {
- float vMod = OptionsMenu.instance.masterVolume * OptionsMenu.instance.musicVolume;
- int saftyCount = 0;
- for (float f = 1f; f > 0f; f -= Time.unscaledDeltaTime / fadeTime)
- {
- hard[0].volume = (float)intensity * vMod * f;
- hard[1].volume = (float)intensity * vMod * f;
- soft[0].volume = (float)(1 - intensity) * vMod * f;
- soft[1].volume = (float)(1 - intensity) * vMod * f;
- yield return null;
- saftyCount++;
- if ((float)saftyCount > 1000f * fadeTime)
- {
- Debug.LogError("Possible infinite loop");
- break;
- }
- }
- hard[0].volume = 0f;
- hard[1].volume = 0f;
- soft[0].volume = 0f;
- soft[1].volume = 0f;
- }
-}